Roles

Roles within the Blue Grith and occupations available to players: Arsonist, Assassin, Baiter, Beggar, Bookie, Brawler, Con Artist, Consigliere, Conspirator, Counterfeiter, Criminal, Deviant, Embezzler, Extortionist, Fence, Fixer, Gambler, Gangster, Harborer, Kidnapper, Pickpocket, Pirate, Pusher, Quack, Revolutionary, Robber/Mugger, Saboteur, Sensualist, Smuggler, Spy, Terrorist, Thief, Torturer, Traitor, Urchin, Vagrant, Vandal, Vigilante, Whistleblower

Arsonist

The few arsonists in the Blue Grith target large slaveholding institutions, prisons, and other sites of power. They wield magical fire which is fueled by outrage, resistance, and justice, and which only harms the unjust, the cruel, and the tyrannical.

Yumtish

The yumtish are those who learn to call upon fire that ignites with a higher judgment. Whether the wielder believes this comes from Heaven itself, from unseen powers, or from the hearts and will of the people, it answers the call of their outrage and sense of justice. The flame they call burns a hot, celestine blue, and is called kartadsin. These arts were brought over by slaves from oppressed nations in the south, spread to other enslaved people seeking freedom.

To call upon kartadsin, a yumtish must first face judgment. If they have committed any crimes against the people (not the ruling class), they must atone for it. If the crimes against the people are egregious - murder (not justified homicide), rape or sexual assault, domestic abuse, slaving or kidnapping (not liberating the abused or oppressed), oppression, exploitation, or other terrible things - they must face atone for it with significant work. Sometimes, this is impossible. Sometimes, it requires years of service, repayment, or penance. But most of the time, the people seeking to become a yumtish are not guilty of anything of that caliber. Instead, they have a long list of petty crimes, minor slights, or complicated relationships, and atonement is easier to achieve. Regardless, it is difficult to achieve, and there are few yumtish amongst the Blue Grith because of it.

Once achieved, they must then walk into the fire. Another yumtish may create the fire for them, or they may replicate it by walking into a thunderstorm with a metal rod or into a large mundane fire. They must then answer questions of the voice which will speak to them from their heart, questions about their intentions, and swear and oath to themselves, the people, or the higher powers to use the flames of judgment only against the iniquitous. If their oath is sincere and their soul atoned, the flames will be absorbed into them. If not, they burn.

From then on, they may draw the kartadsin from above with a loud shout and a raised hand (calling a massive fireball down from above), or they may draw it from themselves with an open palm and a soft whisper (calling a small fireball from their palm). Either way, the power comes to them fueled by their outrage, sense of justice, and acts of resistance to oppression. The heat of the flame is equal to the intensity of their outrage at an unjust world. If they ever lose this, they lose their powers. If they ever betray the people and serve oppression, they lose their powers. If they ever commit an egregious crime against the people, they burn. If they commit a lesser crime against the people, their flame weakens until they atone again.

The flames they call upon only harm the iniquitous and destroy structures controlled or owned by them. They serve the Blue Grith by targeting these structures.

Part of the Commitee for Warfare.

PRO +1 ATH +1 STR +1 AWA +2 WIL +3 PRS +1 STH -1

Assassin

There are several kinds of assassins and hired killers employed by the Blue Grith. They mete out justice and mercy on behalf of the oppressed, the meek, the exploited.

Merciful

The merciful are those who bring death as a mercy to the victims of the iniquitous - not killing the victims, but their oppressors, bringing mercy by slaying the iniquitous. These assassins wield power granted to them by living a lifestyle that embodies mercy - they don't even kill insects if they can help it; they help those in pain and in need; and they do their best to live a life that alleviates suffering. And from this, they gain the power to kill those who cause suffering.

In order to gain the power to kill, they must be exemplary in their merciful ways, and they must make a vow to always live mercifully. They must prove it every day, and their vow must be made upon something sacred to them - and at risk of losing that. (And it may not be the life of another, though it may be their own life.) Their oath must be heard by someone who also lives a life of mercy or by someone of equal power within the Blue Grith (one who lives by a virtue or one who draws power from one of the celeste waters, flames, stone, metal, beast, wood, or winds). Then, they prove their mercy by being tested with a vision that comes in their sleep. This vision will inevitably require them to choose a merciful action. If they succeed, they awaken with a feeling of compassion and mercy in their hearts.

This feeling can be transferred into any weapon they choose. It is tradition within the Blue Grith for them to select a rapier.

If they fail in living a life of mercy at any point, they will weaken. If they make an egregious error or intentional renouncement of a life of mercy, they lose their powers completely.

Because they are filled with the sense of mercy, they tend to have a very calm demeanor that makes people underestimate them as a threat. The power of mercy means that even a normal wound has a chance of killing the iniquitous. And they are protected against infernal powers, and they gain special senses.
  • Celeste demeanor: any rolls to detect their intentions or otherwise read them face an extra +3 PRS because they will be seen as harmless and kind.
  • Merciful strike: if they choose, they may channel their mercy into an attack, forcing anyone who receives a normal wound or better to roll WIL against the power of mercy or die instantly.
  • Hallowed aura: any infernal power directed at them rolls against an extra +3 on either STR or WIL.
  • Detect cruelty: they gain a +3 to PRS or AWA to sense if someone is a source of suffering for others.

Part of the Commitee for Warfare.

PRO +3 ATH +2 STR +1 AWA +2 WIL +3 PRS +1 STH +1

Amshuar

Those who hunt and stalk their prey to bring violent justice. These treat slaveowners, slavers, and other oppressors as subjects of their hunt, and they gain power by showing respect for their prey, using every piece of them.

To become an amshuar, one must attune to the sacred hunt. The sacred hunt is more than mere survival, more than predator and prey, but rather, hunting with a consciousness, hunting knowing how to show deep respect for the prey, for the cycles of life, and for justice itself. Never over-killing, always using every part of the prey, and killing those among the prey that are a threat to the prey's survival as well. To become an amshuar, one needs to adjust this to the killing of oppressors and exploiters, meaning viewing the world's most destructive, violent people as prey, and then finding a way to respect them. This usually involves understanding how dangerous they really are, and doing nothing to alleviate that before hunting them.

Since the prey of the amshuar wield their power via wealth and property, their wealth and property becomes part of their body in the view of the amshuar. This means that their bodyguards and servants are part of their herd. A true amshuar only kills a bodyguard if they absolutely must, and they never kill a servant, no matter the risk. They kill only their target.

To attune to the sacred hunt, they first train under other amshuar, usually members of the Blue Grith. Once they are deemed fit, they engage in a ritual hunt in which they track and tag their mentor. After succeeding at this, they must shrive themselves of all power, weaponry, and skill, and then return to the world of the oppressed and meek, living a life of deprivation for a year. During this time, they will have visions, assuming they are successful, and in these visions, they will see a child who tells them the rules of the sacred hunt. If they remember and live by these, they will, after a year, their mentor will have a vision confirming it. Then, their mentor will give them their first mission. During this mission, their powers will come to them.
  • Unassuming presence: they are seen as unassuming and non-dangerous, +2 PRS.
  • Soul marking: if they can see their target, they can mark their soul such that they know where they are at all times, within 10 miles, giving a bonus against target's STH (+6) and to hit (+3 PRO).
  • Danger sense: they can sense incoming, imminent danger at AWA +1 in general, giving them +3 to dodge any attack, and +3 to sense sneak attacks.
  • Subtle blue: while escaping the scene of a kill, they get +3 STH.
  • Respect: in order to respect their prey and "use every part of them", they absorb the energies within their prey upon killing them at a power of WIL+1 against the dying WIL of the target (usually -6 or -9). If they refuse to use this, they will lose their powers. Any energies they absorb in this way will be converted to the energy of the sacred hunt.
  • Distribution: all of the energies absorbed via respect must be distributed to victims of the target. This is done either via direct touch, providing either healing or nourishment (as needed), or by channeling it into an object. The object will be made magical and have a use for the victims of the target. This power may not be used to benefit the amshaur.
The Blue Grith employs amshuar to kill slaveowners. They traditionally wield bows and arrows.

Part of the Committee for Liberation.

PRO +3 ATH +2 STR +2 AWA +2 WIL +2 PRS -3 STH +2

Baiter

Animal baiting and fighting is not something the Blue Grith partakes in much. When they do, they send someone into other animal fighting rings to try to free the animals there or disrupt the injustices going on. More often, they send these agents to disrupt the ruling class's cruelty to animals, such as on factory farms, mistreatment of pets, fox hunting and hare coursing, and other terrible things. They train agents in beneficial connections to animals in order to do this.

Adyb

An adyb is someone who uses celestial magic to help animals, creating bonds with them, and gaining animal friends to help them. This magic is itself illegal in Endruin, but they also use it to fight against animal cruelty by the ruling class. They always have a rescue animal as a magical companion.

To learn to wield these powers, they spend a lot of time with abused animals, helping to heal them. As they do this, they form emotional bonds that they focus on and nourish, eventually getting so intensely close that they are able to tap into the emotional magic of them. Once they are able to do this, they find they can understand and communicate with the animal. From there, new powers begin to emerge, and they train with the Blue Grith in how to develop them. Once they are ready, they begin animal rescue operations.

Powers include the following:
  • Animal friendship: any animal that has been abused or neglected will immediately find the adyb to be their friend after a PRS+6 roll by the adyb against the animal's fear.
  • Animal communication: they have a rudimentary ability to talk to all animals, better with abused or neglected animals, and with complete clarity with their primary animal friend.
  • Animal healing: they can give a drop of their own blood to any animal and heal its wounds (reduce down one level, ex. from deep to normal).
  • Animal calling: any animal they are friend with can hear them silently call for help from a mile away, but they can only respond in real time.
  • Animal senses: they can borrow the senses of their primary animal friend if they are within 50'.
  • Animal instincts: they can let the instincts of their primary animal friend take over during combat, giving them bonuses to PRO, reaction, and dodge.
The more animals they rescue, the more powerful they become, and other powers may become available.

Part of the Committee for Liberation.

PRO +1 ATH +2 STR +1 AWA +1 WIL / PRS +1 STH /

Bandit

There are a handful of bands of outlaws on the outskirts of Haenor who rob the rich to give to the poor. They are empowerd by bravery as they attack imperial mail coaches and tax collectors.

Outlaw

Outlaws rely on audacity for magical powers. They target the rich and powerful, anyone with a lot of guards, and anyone who robs the poor. They choose the most fearsome opponents and draw strength from doing so.

In order to tap into the magic of bravery, they must be acting without desire for personal gain. They must be acting against an oppressor, exploiter, or abuser, and they must be acting with intention to help others. They must feel both fear and confidence, and they must act in spite of the former. These feelings become their fuel. They tap into them as they fight, and the emotions manifest as scarlet flame. To do this, they must act purely from feeling, letting it guide them, and they must become completely focused on their targets. If they can achieve this, their weapons ignite in the scarlet flame of valor.

Mechanically, this requires them to spend their first round against an opponent with 3 or more above their scores in PRO, ATH, and/or STR attacking without bonuses while feeling their emotions (AWA roll with their attack). Their next round must be spent focusing (WIL roll along with their attack). On the third round, their flames will come, giving them bonuses to PRO and/or stun/wound equal to how much they are outmatched in PRO, ATH, and STR, and another +3 if the opponent has infernal powers (+6 if that power is fear-based). On each subsequent round, another point of bonus will come to their stun/wound or PRO.

If they are attacking multiple opponents, their average scores are used, but the necessary gap goes down by point per opponent, even going into the negative if there are four or more.

If they defeat an opponent who is 6 or more above them in PRO, ATH, or STR, they gain a special power:
  • Scarlet plume: scarlet flames erupt from their weapons and lash out at a single target within 20'.
  • Cunning mockery: they can mock a more powerful opponent in a way that intimidates the opponent.
  • Bold arrival: a surprise attack against a more powerful target gives them two rounds of uninterrupted attacks before the enemy may act.
  • Rallying call: they can give everyone around them greater morale with a rallying call, cancelling fear or intimidation effects and giving +1 to reaction, dodge, or parry rolls.
  • Direct strike: calling a shot to an opponent's strong point gives them +6 stun/wound instead of targeting a weak point.
  • Ferocity: on the sixth round of combat, if their scarlet flame is present, they may take on the form of a large predatory animal.
If the outlaw is in a band that is a third or more outlaws, all of these powers and abilities may be applied on a whole-band level. The Blue Grith arranges this intentionally, so their bandits may take on armies.

PRO +3 ATH +2 STR +1 AWA +2 WIL / PRS +1 STH +1

Beggar

Beggars do nothing to harm or threaten the status quo as a general rule, but they have been criminalized by the powers-that-be. Thus, many of them join one of the Griths for protection or support, often becoming information gatherers, lookouts, or supporters of the Grith. As members of the Blue Grith, some beggars engage in magical rituals to survive or help the others living on the streets or relying on the kindness of strangers.

Pebble

Pebbles are beggars who gain power by living humbly, which allows them to protect others and gain insights into the people around them. Called "pebbles" originally in a derogatory way, they accepted it and made it their own.

To tap into the power of their own humility, they must become completely selfless. They must not seek power, nor deprivation. They must be beggars made by consequence of the oppressions of the world, not because they chose to become one. They must find humility not through trauma or fear or self-hatred, but through understanding, compassion, and genuine altruism. They must see the betterment of others as greater even than their own survival, but they must not intentionally sacrifice of themselves. Instead, they must reach the state where doing for others is so instinctual it does not occur to them that their giving and serving and helping and supporting might be to the detriment of themselves. They must truly see it as beneficial. They must truly give up the idea of themselves as better, greater, or even equal to others, but also not lesser. Instead, their self is unkown to them after a certain point. All that is left is how much good others deserve. It takes years for most people to actually achieve this.

If they can achieve this - and that is a major if - they gain the power of humility. If they live this way for a year, they gain deep powers from this virtue.
  • Undeserving presence: their humility protects them against infernal attacks, giving them a +3 to any stat used to defy infernal magic.
  • Giving of self: if they are hale and healthy, nourished, or otherwise better off than someone else physically, mentally, or emotionally, they may touch them and transfer some of that to the other to heal, nourish, or otherwise support them. They may also use this power to pre-emptively take damage for others in combat.
  • Seeing beyond: as they see beyond the performances of self in themselves and others, they have insights into what others truly are, giving them a +3 read people if this power is invoked. It lasts 30 seconds. If used in combat, it gives them a +3 to dodge or to hit, but uses up the power instantly if they do so.
  • Humble appearance: as they do not see themselves as noteworthy, nor do those who would harm them, giving them a +3 STH. They may turn this off temporarily.
  • Repeling touch: as the power of humility within them is celestial, the powers of the infernal cannot bear their touch, giving them a power of 11+ when touching (but not striking) a being of infernal power to repel them.
They are a crucial part of the Blue Grith's support networks for the indigent, enslaved, homeless, jobless, and deprived, but there are few who can achieve this state.

Part of the Committee for Support.

PRO -2 ATH -1 STR +1 AWA +2 WIL +3 PRS +1 STH +1

Guilgachin

Guilgachin are beggars who gain power by building unity among the beggars, creating a system of defense and sharing of magical resources. They magically unionize beggars to gain power for everyone in the group.

A guilgachin must be a beggar that has not falsely joined the ranks of the homeless, jobless, or impoverished. They must then organize the beggars around them into unified action. Though beggars do not produce anything, they exist as part of the oppressed and exploited. They can still engage in activities to defend themselves. If they have a boss of some kind, the guilgachin organizes them against the boss who is taking from them. If they do not have a boss, the guilgachin organizes them against the threats of the police, the predators who harm them, and the rich and powerful who seek to sweep them under the rug (or into prisons). Though they cannot effectively go on strike against the police, they can engage in unarrests, mutual support, warning systems, and other defensive actions. This results in less magical energy than those who organize workers in, say, a factory that produces something, but it still creates energy via solidarity and support.

The more organized and active the beggars become in their defenses, the more magical energy is shared between them. The guilgachin becomes part of this system, gaining certain powers as long as the group remains organized.
  • Allied eyesight: they can see through the eyes of someone else in their union (if the other consents) at will so long as they are awake and within three miles of each other. If the other does not consent, the attempt will fail automatically. It cannot be forced.
  • Shared strength: they can share strength amongst them, giving points of STR to each other or requesting it when needed so long as they are within three miles of each other. This happens at will, but no more than +3 can be added per turn, nor more than +6 may be had at a time, and it never lasts more than a minute.
  • Group empathy: they can sense the emotions of others in their union, with consent, if they are within visual range of each other, at a power of PRS+1. This helps them be there for one another.
  • Trade places: the guilgachin can trade places with any member of their union if and only if that member is in danger, and only if they are within three miles of one another.
  • Warning signal: all members of the union can let the others if they are in danger if they are within three miles of one another.
  • Hold the line: if they link arms against a foe, they can achieve temporary invulnerability against physical and infernal attacks directed to them by oppressors or their agents (so they couldn't resist a natural tornado, but a cannon fired by the police is fair game) if they all hold their actions until the slowest among them has a turn, then chant together. This lasts up to three turns, so long as they all spend their turns to chant together. No rolls need occur. No attack will succeed in harming them during these three rounds, but it must be the entire union.
  • Rallying chant: if three or more members of the union chant together (holding action to chant together on the turn of the slowest), every other member of the union will be able to appear next to them if they are within three miles, no roll necessary.
Guilgachin are leaders of the beggars among the Blue Grith. They are members of either the Commitee for Information or the Committee for Support. Those on the Committee for Information engage in information gathering, while those on the Committee for Support make sure all beggars, in the union or not, are supported.

PRO / ATH / STR +1 AWA +1 WIL +3 PRS +1 STH +1

Mendicant

Mendicants are beggars who gain power by their pure will and faith in the people, giving them the power to protect, heal, and support others.

Mendicants are beggars who believe in the power of the oppressed, of the people, to liberate themselves. They have faith, and from that faith comes power. In order to invoke the power of their faith, their faith must be unwavering and sincere. Any doubt, any deceit will cause their power to weaken or fail. They must also be loyal to those in whom they have faith - they cannot ally with, support, compromise with, or otherwise help the oppressors of the world, even accidentally, even to save themselves.

If they achieve this, their faith becomes a source of supernatural power. They may invoke their faith via declarations of faith, solidarity, and/or defiance. They make these in place of prayers, but the content of them are effecitvely requests to be answered by their faith in others. In other words, if they declare "I believe the people will defeat the police," they are asking for the power to do so, and may get bonuses to their attempts to do so. If they say "the people will not be crushed by these slavers," they may gain points to relevant stats in resisting it. They can make any kind of declaration, but the only ones that will be answered are ones that support, protect, or heal others who are oppressed, exploited, impoverished, or enslaved.

Part of the source of their power is spreading their beliefs. While they do not have to do this, if they do, they gain more power, and if they ever drive someone away from their beliefs, they will lose power.

Part of the Committee for Support.

PRO -1 ATH / STR / AWA +2 WIL +3 PRS +1 STH -2

Bookie

While the Blue Grith is not generally involved in gambling, there are those among them who carefully rig games of chance to benefit the poor, unfortunate, meek, or oppressed.

Rihani

Rihani are empowered by living prudentially, giving them the ability to alter chance itself to be more predictable and measured with care. Rihani are extremely careful. They pay attention closely, and live such that this is their primary quality. They understand the risks and do not take them unless forced into it. They encourage this behavior in others; they discourage any taking of risks wherever they can. If they live this way consistently for years, they gain some powers to understand risks and chance magically, and to control them as well. It takes eight years of prudential living to achieve the state of virtuous living wherein they can do this, and they must not use any power of virtue in that time. The Blue Grith encourages this by supporting people who are already prudent but living difficult lives to attempt this. If they do this for eight years, they will face a series of temptations, and if they do not give in to them - usually "sure bets" and other gambles - they gain special powers.

They hate games of chance; however, they also pay attention to the gambling operations in the city, the ones that are not violent (so nothing involving betting on violence), such as races, card games, casinos, and so on. Using their powers, they are able to know which bets are safer, and they know which bets are susceptible to their abilities. Using them, they can help others win enough to get by - never big payouts, never enough to give someone faith in gambling. But usually, they pair this with a heavy lesson to make sure they know it is not a safe way to live. If they fail to do this, they may lose their powers. Their powers manifest as magical, invisible tokens that they save or spend. The less they spend their tokens, the more they gain (they gain 10% more of their tokens every week).
  • Measure chance/risk: by focusing on a situation or a a listed bet, they can understand the actual chances of its success. AWA vs STH. Successes give the player access to the stats of the targets. This costs them a token.
  • Even chance/risk: by spending a token, they can force a roll to take the low die, WIL vs WIL.
  • Token of prudence: they may given one of their invisible tokens to someone, making it tangible (it manifests as a coin of swirling colors), allowing them to spend it to affect a roll or measure chance or risk themselves. If they bet this token anywhere on a modest bet, they
  • Record of gambles: any existing bet or gambling situation they record in their book and let others bet on will favor the impoverished, oppressed, exploited, or enslaved, rolling +3 per token spent per bet. They only use this to help the most desperate, and only if they tell them their success will be a sign they must
They use their record of gambles to help the most in need, keeping it a secret from most.

Part of the Commitee for Support.

PRO -2 ATH -1 STR -1 AWA +3 WIL +3 PRS +1 STH /

Bootlegger

The Blue Grith's bootlegging operations are mostly to create liquor with certain medicinal purposes or other positive magical properties rather than just selling moonshine.

Yeyuwo

There are three kinds of ailanthan plant that produce celestial alchohol:
  • Elian olives: elian olives produce a wine that brings a sense of profound peace and calm to anyone who drinks it. It quells emotional turmoil and gently gives restful sleep. Elian olives only grow in very humid greenhouses carefully tended by yeyuwos.
  • Miracle rye: miracle rye can be malted and made into a special whisky that gives the person drinking it supreme confidence in themselves and the good of all people. It is illegal to grow or distill.
  • Tabaitian barley: tabaitian barley makes a beer that heals illnesses. It is extremely hard to grow and even harder to use in brewing, but the results are a potent drink that mildly heals disease.
Yeyuwos use ancient gardening techniques from distant lands to keep these plants growing, and they use their magical methods to turn them into wine, whisky, or beer. These arts are carefully kept secrets, but to tend the plants, the yeyuwos must have no ill will in their hearts and have a belief in the restorative properties of the plants. They must not abuse the potency of what they make nor profit from it. They can only produce small amounts at a time, so they use them strategically.

Part of the Committee for Support.

PRO / ATH / STR +1 AWA +2 WIL +1 PRS / STH /

Brawler

Street fighters in the Blue Grith pick fights with the authorities, cops, and slaveowners. They are fueled by their righteous outrage.

Baksar

A baksar learns to fight by standing up against injustice and oppression, getting knocked down, and then rising to fight again. They are soldiers of the Blue Grith with a short fuse, and they are usually found ane mentored in a jail cell at first. The Blue Grith keeps an eye out for those who are locked up for fighting against the ruling class, and they recruit from them for their best fighters. After months of training, baksars begin to tap into their emotional energies, specifically that outrage they feel. It takes many lost fights before it fully empowers them, but when it does, they glow with blue flame.
  • Fist of outrage: they can channel their outrage into a single punch that gives them +6 for one hit, but must be recharged (a day's rest at least).
  • Righteous fury: they can hit multiple (up to four different ones) targets in one round with their fury attack with no penalties once per fight.
  • Strength of defiance: if they refuse to obey an unjust command, they gain +6 STR for the next minute.
  • Resilience of the heart: if they lost next action, are stunned, knocked out, or knocked prone, they may invoke this three times per combat to break free.
  • Unbreakable stance: they can take a stance against an oppressive opponent (cops, etc.) to defend anyone who has a PRO, ATH, or STR 6 or more below theirs that gives them +6 vs stun and +3 vs wound for the round.
  • Triple flame scream: they can unleash a scream of defiance and resistance that intimidates cops and other oppressors, unleashes an aura of orange, yellow, and blue flame that protects them from infernal powers (+3), and makes their next attack against an oppressor +3 to hit. They can do this once per month.
Other powers may develop as they fight oppression. Consult the GM.

Part of the Committee for War.

PRO +3 ATH +1 STR +2 AWA +1 WIL +1 PRS / STH -3

Consigliere

Consigliere are advisers to the leaders of the Blue Grith or subgroups within it. They wield psionic powers to enhance their wise counsel. They are called symvouloses.

Symvoulos

In the Blue Grith, their consiglieres draw energy from their personal experiences, allowing them to wield special psionic powers that can affect the depths of the mind.

Symvouloses study for many years to gain their powers. Along with going to legitimate universities to study the teachings and systems of the enemy, they privately study under other symvouloses in the Blue Grith.

They engage in meditative practices in order to learn how to wield their psionic powers, focusing on their personal experiences and lessons learned. They must reflect upon as many possible experiences in their lives as they can, going deep into their memories, and fully understand the lessons they learned. This means reflecting even on things that happened in early childhood, identifying when they started learning specific skills, but more importantly, when they learned certain life lessons, especially those that inform their moral, ethical, and political philosophies. As members of the Blue Grith, their philosophies center on liberation and anti-oppression, but they take a longview of it. They consider things strategically.

In order to convert their understanding of their learning experiences into psionic power, they must clear their minds of distractions. They must sort their emotions from their thoughts. They must apply their philosophical thoughts, political beliefs, and learned lessons to their studies of the mind. And they must engage in intensive meditative practices that help them focus on expanding their minds beyond their own being. This will eventually generate a yellow spark of energy that flickers from their mind (usually out of their forehead) onto the nearest piece of metal. They often carry special metallic laurels that they wear on the hear heads to catch these sparks.

After this initial spark, they must train for years to generate new ones and control them outside their heads. This develops into the full ability to wield their psionic powers, which allow them to share wisdom telephatically. They are able to delve into the minds and help them open to new ideas, improve their mental skills and stats, understand long-term patterns, and unravel and understand the lessons of their memories better.

They serve as advisers to the leaders of the Blue Grith, and as such they have deep knowledge of local politics, law, the Grith, history, economics, and warfare.

Part of the Commitee for Warfare or the Committee for Liberation.

PRO +1 ATH / STR / AWA +5 WIL +3 PRS +1 STH /

Conspirator

Conspirators are members of the Grith engaged in a special, secret task. Those whose entire role is engaging in conspiracy often have the ability to notice and understand patterns others don't, keep special secrets, and wield similar psionic powers to consiglieres.

Schediografist

Schediografists are tasked with working behind the scenes to further the ends of the Blue Grith. They use their psionic powers to encourage and influence common people subtly to resist their own oppression, to influence oppressors to make mistakes or even turn coat, or to engage in some activity to benefit the struggle against the slaveowners.

They engage in meditative practices in order to learn how to wield their psionic powers, focusing on their personal experiences and lessons learned. They must reflect upon as many possible experiences in their lives as they can, going deep into their memories, and fully understand the lessons they learned. This means reflecting even on things that happened in early childhood, identifying when they started learning specific skills, but more importantly, when they learned certain life lessons, especially those that inform their moral, ethical, and political philosophies. As members of the Blue Grith, their philosophies center on liberation and anti-oppression, but they take a longview of it. They consider things strategically.

In order to convert their understanding of their learning experiences into psionic power, they must clear their minds of distractions. They must sort their emotions from their thoughts. They must apply their philosophical thoughts, political beliefs, and learned lessons to their studies of the mind. And they must engage in intensive meditative practices that help them focus on expanding their minds beyond their own being. This will eventually generate a yellow spark of energy that flickers from their mind (usually out of their forehead) onto the nearest piece of metal. They often carry special metallic laurels that they wear on the hear heads to catch these sparks.

After this initial spark, they must train for years to generate new ones and control them outside their heads. This develops into the full ability to wield their psionic powers, which allow them to share wisdom telephatically. They are able to delve into the minds and help them open to new ideas, improve their mental skills and stats, understand long-term patterns, and unravel and understand the lessons of their memories better.

The schediografists focus on helping people see better ways to live, influencing common people into uncommon actions, inspiring them to support one another, and showing people they can one day be free. Their subtle use of psionics is always with a light touch; they refuse to control or manipulate. Instead, they empower, reveal, and encourage.

Part of the Commitee for Information.

PRO / ATH / STR -2 AWA +4 WIL +2 PRS +1 STH +1

Cooker

The Blue Grith avoids participating in the drug trade except through a handful of specific substances that are more medicinal or supportive than recreational. Their dealers provide medications usually denied to the poor and oppressed, substances restricted to use only for the powerful, substances for harm reduction purposes, and milder recreational and relaxational drugs. They pride themselves on knowing what someone needs rather than what they want.

Saam

A saam is a maker and provider of drugs and medications who have the ability to know what a person needs by listening to them. They gain this ability by living amongst those they serve, usually because they are born amongst them, though this is not a prerequesite. As they live amongst those they serve, they come to know them, giving them mundane insights into them. In order to take that to a magical level, they need a mentor who will each them to listen to unspoken words (and thus, unspoken needs) and to connect to the energy of providing.

Necessity is a powerful force. It drives most living things and many unliving things, and fulfilling it is as potent as appeasing a Divine. Saams learn to connect to necessity by fulfilling it, finding ways to meet the needs of those around them, then seeing the flickers of its power within those moments and capturing it. They capture it in special capsules called saampelds. Their mentors provide them their first saampelds, which they use to capture their first bits of necessity. Eventually, they fill up enough saampelds to begin using them to wield their powers. Saampelds can be used for the following:
  • Create capsule: though it is possible to create a saampeld without already having one, that skill is generally lost to the saams of the Blue Grith. Instead, they rely on the fact that a full saampeld can make ten empty ones.
  • Capture necessity: saampelds fill up after ten minor needs are met or three major needs.
  • Deep listening: the ability to hear what someone needs from what they are saying, even if they don't say it. Effectively, read people +6 for that specific purpose.
  • Fulfill prescription: if someone has a prescription from a healer or doctor, a saam can use a full saampeld to fulfill a month's worth of it.
  • Alleviate illness/pain: if someone has not seen a healer but needs symtpons or illness treated, the saam can spend a full saampeld to provide a three-day dosage of medication the person needs to help them get by.
  • Harm reduction: if someone has an addiction, the saam can give them the substance they need in a safe dosage by spending a full saampeld. However, they cannot do this more than once per six weeks without trying to meet deeper needs.
  • Relaxation aide: anyone in need of destressing, relaxation, or recreation may be provided with a night's worth of substances to help with that at the cost of two full saampelds.
Other uses may be possible. Consult with the GM.

If someone takes a substance from a saam and sells it instead of using it, they cannot get another substance from the saampeld until they make up for it by providing something necessary to someone in need. Saams work in tandem with the various street healers that work for the Blue Grith. Part of the Commitee for Support.

PRO -2 ATH / STR -1 AWA +3 WIL +1 PRS +2 STH /

Counterfeiter

In the Blue Grith, counterfeiting operations are done for fundraising purposes mostly, though destabilizing the Endruinite economy is a nice side effect. They are called qambis.

Qambi

The counterfeiting operations are done by skilled inventers and artisans who create machines that can help them copy currency, valuables, or other objects. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a qambi's magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best qambis balance all three.

In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. The Blue Grith often finds ways to provide these to promising artisans. The difficulty on making such a device is a 14.

In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.

Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occassionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.

If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is counterfeiting currency or objects, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.

Part of the Commitee for Support.

PRO -1 ATH -1 STR / AWA +3 WIL +2 PRS -1 STH +1

Criminal

Criminals-of-all-trades among the Blue Grith are called cernerists.

Cenerist

They work by uniting multiple kinds of criminals, bonding with them via unified work, and then transferring skills between them.

Cenerists are criminals who gain power by building unity among different kinds of criminals, creating a system of defense and sharing of magical resources. They magically unionize different kinds of criminals to gain power for everyone in the group.

A cenerist must have at least some experience engaging in the type of crime the criminal(s) they are organizing with practice. They must then organize the the criminals they are working with with other criminals with whom they share experiences and skills. It works best if more than half of the criminals they are working with are gathering or producing something of value. If they have a boss of some kind, the cenerist organizes them against the boss who is taking from them. If they do not have a boss, the cenerist organizes them against the threats of the police, the predators who harm them, and the rich and powerful who seek to imprison or enslave them. They can engage in unified criminal activity that targets their enemies (police, the rich, the church of Mal'och, powerful companies), unarrests, mutual support, warning systems, and other defensive and offensive actions.

To gain their powers, cenerists must complete at least one job with all members of their union in which they use at least one skill of each of their fellow criminals.

The more organized and active the cenerists become in their work, the more magical energy is shared between them. The cenerist becomes part of this system, gaining certain powers as long as the group remains organized.
  • Allied eyesight: they can see through the eyes of someone else in their union (if the other consents) at will so long as they are awake and within three miles of each other. If the other does not consent, the attempt will fail automatically. It cannot be forced.
  • Shared skill: they can temporarily borrow skill points of any skill they share with another member (if the other conesents), moving skill points between each other at a rate of +1 per round.
  • Group defense: if they group is working in tandem on a job, all members of the union will have the defense score (PRO/parry/weapon skill+bonuses, ATH/dodge+bonuses, STR/toughness+armor+bonuses, AWA/perception+bonuses, WIL+bonuses) of the member with the highest defense for the applicable roll.
  • Trade places: the cenerist can trade places with any member of their union if and only if that member is in danger, and only if they are within three miles of one another.
  • Warning signal: all members of the union can let the others if they are in danger if they are within three miles of one another.
Their powers and skills will vary depending on what kinds of criminals or criminalized workers are involved:
  • Arsonist: heat resistance to all members of the union
  • Assassin: no penalties to called shots to all members of the union
  • Bandit: +3 outdoor survival skills to all members of the union
  • Beggar: +3 street survival skills to all members of the union
  • Bookie: +3 memory bonus to all members of the union
  • Con Artist: +1 PRS to all members of the union
  • Consigliere: +3 strategy to all members of the union
  • Conspirator: +1 AWA to all members of the union
  • Counterfeiter: +3 to the relevant counterfeiting skill to all members of the union
  • Deviant: +1 WIL to all members of the union
  • Embezzler: +3 paperwork manipulation to all members of the union
  • Extortionist: +3 intimidation to all members of the union
  • Fence: +3 haggling to all members of the union
  • Fixer: +3 to know local administrative policies of law enforcement (police, courts) to all members of the union
  • Gambler: +3 gambling to all members of the union
  • Harborer: +3 toughness to all members of the union
  • Kidnapper: +3 read people to all members of the union
  • Pickpocket: +3 sleight of hand to all members of the union
  • Pirate: +3 sailing to all members of the union
  • Pusher: +3 chemistry to all members of the union
  • Quack: +3 street medicine to all members of the union
  • Revolutionary: +3 oratory to all members of the union
  • Robber/Mugger: +1 STR to all members of the union
  • Saboteur: +3 to know weak points of a structure or vehicle to all members of the union
  • Sensualist: +3 seduction to all members of the union
  • Slaver: any slaver in the union will break the union's power
  • Smuggler: +3 to know an escape route to all members of the union
  • Spy: +1 STH to all members of the union
  • Terrorist: +3 to any area-of-effect attack for all members of the union
  • Torturer: any torturer in the union will break the union's power
  • Thief: +3 to any stealing skill to all members of the union
  • Trafficker: any slaver in the union will break the union's power
  • Traitor: once-time use of +9 to a single action or attack against the organization being betrayed to all members of the union
  • Urchin: +3 speed to all members of the union
  • Vagrant: +3 endurance to all members of the union
  • Vandal: +3 to the relevant artist skill to all members of the union
  • Vigilante: +1 PRO to all members of the union
  • Whistleblower: +3 general knowledge of the target organization of the whistleblower to all members of the union
  • Witch: +1 to any supernatural abilities of all members of the union
Cenerists can be part of any Committee.

PRO +1 ATH +1 STR / AWA +2 WIL +2 PRS +2 STH +1

Deviant

Deviants are any who are criminalized for their sexuality or gender. Many find themselves drawn to the liberatory practices of the Blue Grith, and they are taught how to gain magical power from radically living as their true selves.

Runihuantar

The criminalization of queerness and gender variance in Endruin began long ago. Though the ruling class is predominantly a female-assigned species, they hold to patriarchal values that consign them to a behind-the-scenes or figurehead-like role in order to maintain patriarchal order. Thus, they have criminalized same-sex relationships and sex and any kind of gender variance beyond the patriarchal binary. In the Blue Grith, those who are criminalized for being queer and/or trans are often mentored by other "deviants" within the organization and shown the magic of musalu.

Musalu is a magic that uses mirrors to see the true self and externalize it. This process is a two-way street - one may use this magic to shrive oneself of patriarchal assumptions, but in order to use it, one must shrive oneself of patriarchal assumptions. This requires a back-and-forth process, one that builds on itself, starting slow and speeding up as the runihuantar sheds layer after layer of lies, assumptions, and indoctrinations. This culminates in greater self-control, self-awareness, and self-confidence. The more they do this, the greater their musalu becomes. It also gives them certain powers.
  • Revelatory reflection: if the runihuantar places their mirror before the face of a target, the target rolls WIL vs. the power of the runihuantar. Failure means they experience a revelation relating either to themselves or to the patriarchal lies they have been indoctrinated with. This may only work once per target. If done during combat, target will be stunned or lose next action.
  • Alter self: if the runihuantar stands between two full-length mirrors, they may use their musalu to alter their own form temporarily into anything of comparable size. If the alteration is closer to their perceived true self, it may not be temporary. If it is not, it will last for an hour or until the runihuantar chooses to let it go. If the form is that of something or someone who has special powers or abilities, they may gain those powers or abilities if they succeed exceptionally or critically. If they fail, they may lose some of their own powers due to a loss of confidence. Difficulty is determined by how far the transformation takes them from their true self.
  • Confident presence: if a runihuantar is within a certain distance of their true self (determined by GM and player), they gain an aura that gives confidence to everyone within 33' of them who is allied with them. This lasts 3 minutes and can be used once per day. It gives +1 to +6 to all actions.
  • Beautify: if the runihuantar directs their musalu at a person or object, they may give it a shimmering rainbow aura that makes the target beautiful to anyone who sees them, giving a +1 to +6 PRS for 5 minutes, but also exposes something unexpectedly true about that person or thing to anyone who sees them. If the target is unwilling, they roll WIL against the runihuantar's magic.
  • Protect egg: any unhatched trans and/or queer person within 33' of the runihuantar may gain +3 to toughness, WIL, parry, or dodge if the runihuantar touches them with their mirror.
Other powers will develop based on the true self of the runihuantar. Consult with the GM.

If the runihuantar stops living their true self, they will begin rapidly losing their powers.

PRO / ATH +1 STR +1 AWA +2 WIL +3 PRS +3 STH -2

Embezzler

The Blue Grith lures in white collar workers to steal from major companies and fund their operations. They help them unionize workers in secret to gain powers in their task.

Sulda

Suldas are workers at oppressive companies who embezzle from them in order to fund the Blue Grith. They gain support for their work - mundane and magical - by secretly unionizing the workers there.

A sulda must be sincere in their support for the union and the Blue Grith. They must organize the workers around them into unified action. They not only unionize to gain agency as workers and resist their own exploitation, they organize to change the entire company culture, purpose, and work. They engage in strikes, work stoppages, slowdowns, sick outs, and other forms of aggressive resistance to the company and owners and bosses. Disruptive acts of sabotage. Open rebellion. And all the while, the sulda supports them while pretending to be a good worker so they can rob the company and funnel moneys to the Blue Grith.

The more organized and active the workers become, the more magical energy is shared between them. The sulda becomes part of this system, gaining certain powers as long as the group remains organized.
  • Allied eyesight: they can see through the eyes of someone else in their union (if the other consents) at will so long as they are awake and within three miles of each other. If the other does not consent, the attempt will fail automatically. It cannot be forced.
  • Group empathy: they can sense the emotions of others in their union, with consent, if they are within visual range of each other, at a power of PRS+1. This helps them be there for one another.
  • Warning signal : all members of the union can let the others if they are in danger if they are within three miles of one another.
  • Rallying chant: if three or more members of the union chant together (holding action to chant together on the turn of the slowest), every other member of the union will be able to appear next to them if they are within three miles, no roll necessary.
  • Meticulous innoculation: the sulda can send silent messages to other members of the union if they are within 500' of them, giving them information on the bosses' next attacks.
  • Spread the wealth: the sulda can, while cooking the books, gain +3 to sleight of hand or other deception rolls if manipulating the numbers to give more money to the workers.
They are members of the Committee for Support.

PRO -2 ATH -1 STR -1 AWA +2 WIL +2 PRS -1 STH +2

Extortionist

The Blue Grith only engages in extortion of rich business owners or slaveowners, and they use emotion magic to target them. This is a critical part of their fundraising efforts.

Impavider

An impavider is a wielder of a kind of emotional magic that taps into specific emotions, ones that make people feel good, uplift, or otherwise are deemed positive. While some emotions are necessary, such as grief, sorrow, or embarrassment, in certain contexts, they often slow down or impede a person, and thus they are not accessible to an impavider. To wield this emotion magic, impaviders must have an experience in their life of intense emotion that they fully externalize in order to process. They can do this naturally or intentionally, but they must at the time of the experience knowingly force the emotion outward, forming a perfect blue jewel.

In order to externalize the emotion in this way, they must be in a state where they are operating on pure emotion and/or instinct. They must have a clear mind. They must have a heart full of a "positive" emotion. They must not be able to contain it all within themself. They must know it is possible to funnel that emotion outward, and they must believe fully it will form a blue jewel (called dumaqu) in their hands. Once they have it, it becomes easier to channel other positive emotions into it. Every dumaqu jewel can store up to nine emotions, channeled from the wielder. If the jewel is broken, they will permanently lose access to the emotions within it.

The jewel may be directed to infuse that emotion into others, but doing this will temporarily dampen the feeling within the wielder. Doing this must always be done to make a target feel good. However, they may also take emotions from others. The emotions from the wielder must also come from a positive source, but the emotions from the targets taken away must come from a negative source. For example, the wielder may infuse the jewel with their love of their family, but the target may lose their love of wealth or exploitation.

Impaviders focus on draining positive emotions from those who draw them from negative sources, specifically, the positive emotions generated in the rich and powerful from all their splendor and comfort. They hold these emotions for ransom unless the rich and powerful give them money or resources or change their behavior.

Positive emotions include but are not limited to acceptance, admiration, attraction, awe, belonging, bravery, calm, camaraderie, comfort, compassion, confidence, contentment, curiosity, delight, desire, enthusiasm, friendship, generosity, gratitude, happiness, honor, hope, inspiration, intimacy, joy, love in all its forms, loyalty, outrage, passion, relief, serenity, solidarity, trust, and wonder.

In order to store one of their own emotions, they must hold the jewel, look into it, and spend a round per 3 points of emotion put into it. In order to release it into themself, they must reverse this process. If they give that emotion to another, they must be within 20' of the target and have line-of-sight on them. A blue light will extend and touch them. If they are willing, they will gain the emotion instantly. If they are unwilling, they will roll WIL vs the WIL of the impavider plus 1 point per 3 points of emotion being sent.

In order to take emotions from a target, they must be within 20' of the target and have line-of-sight on them. A blue light will extend and touch the target. If the target is willing, they will lose the emotion at a rate of -3 per round. If they are unwilling, which they usually are, they roll WIL plus 1 point per 3 points of the emotion being taken vs. the WIL of the impavider. If the target is currently feeling the emotion, it will be a further +1 to their defense. All emotion within a person has a range of 1 (barely felt ever, nearly incapable of feeling it, or simply unfamiliar) to 22 (constantly feeling it, immensely feeling it, or having a massive capacity for it). This is determined by GM and player, based on the character's experiences.

Because they also have to deal with unwilling targets, they are also generally very strong and skilled in combat. Part of the Commitee for Support or the Committee for Warfare.

PRO +2 ATH / STR +2 AWA +1 WIL +3 PRS -1 STH -2

Fence

The Blue Grith has many agents who sell stolen goods, using small shops or markets as fronts, raising funds for their operations or selling smuggled goods to the needy for very low rates (or giving them away for free).

Vikreta

A vikreta is a special fence within the Blue Grith who maintains the power of their shop or themself by knowing their local community's needs and wants and using the stolen goods they are moving to provide for them. They thrive off generosity.

A vikreta is embedded in their local community by operating a thrift shop. The thrift shop is a front for moving goods stolen from the rich or from companies. Things like jewelry, fine clothing, or other expensive items are smuggled out or sold in secretive ways to clients who can afford them at a lower rate than what they would usually be sold for, and that money goes into Blue Grith operations or helping the community. Goods like food, common clothing, or basic needs that are plundered from warehouses or richer stores are given away to the community in secret "giving markets".

The more they give away, the more power they gain. Anything they keep for themself or use to support their store, even if it is for the sake of survival, the front, or keeping the store going, takes away from them. They must give, therefore, far, far more than they take. If they do this, they gain certain abilities:
  • Protect store: the store has bonuses against physical damage such as fire, thrown bricks, battering rams, or any kind of physical weaponry.
  • Repel evil: the store and all of the vikreta's allies within it has bonuses against any infernal magical attack. This can be portable if the vikreta carries a sack of goods from the shop and gives some of them away generously. At least one item from the shop must be in the sack for this power to remain. If portable, it has a range of 20'.
  • Hide goods: stolen goods even in plain sight are not visible to the authorities.
  • Soft vigilance: the vikreta knows where everything is in their store, but will not prevent theft unless the thief is an enemy of the Blue Grith.
  • Transform item: if someone needs mundane food or clothing that the vikreta cannot provide, they can transform an expensive object to meet that need.
Vikretas work with a lot of valuable goods, and many of them find that the amount they must give up in order to maintain power is more than they can bear. They often lose their powers. Part of the Commitee for Support.

PRO -1 ATH -1 STR +1 AWA +2 WIL +2 PRS +2 STH -1

Fixer

The Blue Grith employs agents who can magically cleanse someone's record, scour crime scenes of evidence, or otherwise make problems go away.

Shiny

Cleanliness is not always possible when you live outside the law. It is often not possible when you live in poverty. It is often not possible if you are exploited, oppressed, or abused. But it is a source of power for those who focus on it. It can bring focus of mind, health of body, clearness of heart, and strength of soul. A shiny practices arts of meticulous cleansing to maintain a self-cleanliness that allows them to apply those powers outwardly.

Specifically, they cleanse their mind, body, heart, and soul. There are many ways to do this, but the four they most often use in the Blue Grith are as follows:
  • Ritual of Focus: meditation ritual focusing on thoughts of the task ahead, of the importance of their work, of the purpose and principles of the Blue Grith to cleanse the mind of distractions, unprincipled thoughts, or misinformation.
  • Ritual of the Bath: an actual ritual bath using special salts, oils, soaps, and cloths to make sure every inch of the body is scoured.
  • Ritual of Expression: a ritual of expressing all emotions directly, going to anyone who is heavy on their mind to clear the air, ritually but sincerely expressing concordance or equanimity with them, in order to clear the heart of distracting emotional issues.
  • Ritual of Inner Being: a ritual in which the shiny has performed the other three rituals, then meditates while surrounded by special incense smoke. They look inwardly and see the relevant experiences to the task ahead, and they draw from them to focus their entire being on the next step.
They learn this from a mentor within the Blue Grith, and they must maintain these rituals in order to hold onto their powers. These rituals combined give them access to the following:
  • Obscuring bubble: the area around the shiny casts a sheen that obscures evidence of a specific crime within 50' of the shiny.
  • Lightening touch: any paperwork touched by the shiny is erased. The shiny may also transfer this to another person by cleaning something off them (brushing off a piece of dust, removing a stray hair, etc.). If they do this to an administrator working at a courthouse for example, all of the paperwork that administrator touches in the next hour will seem filled but be cleansed.
  • Sweeping glance: within 20', line of sight, their glance will push away all evidence of a specific crime.
  • Removal wrap: if the shiny wraps a dead body (created in a crime committed by the Blue Grith) in a towel, the body will become light and small enough to be removed easily within that towel. The towel does not have to be big enough to fully cover the body; just big enough to go fully around it.
  • Neat storage: any evidence taken by the shiny (including the body) can (in fact, must) be stored somewhere secure and appropriate. If done, it will be much, much harder for the authorities to find.
  • Dazzle witness: a simple conversation with a witness will clear their memory of the crime if the shiny cleans something of them (brushing off a piece of dust, removing a stray hair, etc.).
  • Scour scene: a powerful shiny may gain the power to fully cleanse a crime scene by touching the ground at the center of it. This manifests as a gust of wind, a flood of soapy water, or a wave of bright flame.
If the task ahead requires other work, they may gain other powers relevant to the needed fix. Part of any Committee.

PRO +1 ATH +1 STR -1 AWA +3 WIL +2 PRS / STH +2

Gambler

There are few who engage in illegal betting within the Blue Grith, but those who do do so to help others or bring in money for the Blue Grith's work.

Taeflere

The winds of fortune are fickle and powerful, but some rare gamblers who use their keen senses to follow those winds use their abilities to help others. These gamblers gain the ability to sense moments of serendipity, using them to grant good luck to others.

Called taefleres, they gain the power to sense the winds of fortune by careful study of those who win and those who lose at games of chance, then moving on to study when random events benefit the less fortunate in the world. They learned to distinguish between random chance and problems brought on by oppression, exploitation, abuse, manipulation, and cheating. They learn to distinguish between chaos and order.

Once this is clear, they must then seek the source of the winds of fortune, of chaos. To do this, they must find a moment of it, then intentionally focus and bear witness, carrying it in their mind and soul for seven days and six. Upon the end of the thirteenth day, they must look to where the winds blow, and they must follow them until they stop, walking against the current. When they reach the place where it stops, they must burn something, anything they own that represents order, oppression, exploitation, manipulation, cheating, or abuse. Something that represents their place in those systems, whether victim or perpetrator, and then burn themself in the resultant fire.

If their intentions are sincere, the fire will not harm them, but instead, fill their eyes, ears, mouth, and nose. For a moment, they will feel lighter than air, lifted by the winds of fortune, and they will come to seven miles and six away, aware now of the constant flow of serendipity in the world.

A true user of serendipity will only use it for others. Sometimes this means using their awareness of it to nudge someone to the right place at the right time, and sometimes this means using it on gambling so they can gain money or materials to give away. But they must never use it for their own personal gain, using no gains from it for anything more than a meal or a roof over their head.

Part of the Commitee for Support.

PRO / ATH / STR / AWA +2 WIL +1 PRS +1 STH +1

Gangster

The Blue Grith is a criminal organization, so anyone within it is technically a "gangster" in the sense that they are a member of a "gang", but the "gangsters" of the Blue Grith refers to the organized individuals who operate front organizations and engage in violence to defend it. They are effectively both workers and criminal warriors.

Duldinavi

The gangsters of the Blue Grith swear an oath to one another, which allows them to bond and draw power from one another. They are part of a tight-knit community called the duldinavi. The oath they take is one of loyalty to the Blue Grith and to one another, and it is sealed via an ancient ritual dance led by a special drummer. The ritual dance is done in the dark of night during the spring time in a safe-house of the Blue Grith. Before the dance, they must wash in the river in secret and use stones and sticks to scour their skin. They must abstain from drugs or alcohol for a week before the dance. During the dance, they must dance through the night, engaging in a call and response, each taking turns being the caller. What they wear, what offerings they bring, what relationships they have with other members all affect the bonding and the dance, but by dawn, they are all bonded with one another.

These bonded groups must find some form of balance with one another. There must be some equal moiety; the group must have some characteristic that can be divided in two. This can be an equal number of members of two different species, or an equal number of members of two specific heights, or equal number of members using two different types of weapons, or any other possible quality that they go into the dance aware of.

Once bonded, the duldinavi can share amongst each other any stats or skills. One specific member of the group is the one who kept the rhythm in the dance, and they are the one to filter the sharing of stats, making sure no one harms themself while doing so. But they can freely share points across their character sheets, no matter how far they are from one another.

This bond is designed to last for a year and a day or until the oath is broken. If the latter happens, the bond is permanently broken amongst those members. A new bond may be formed only once the betraying member is dead. If the former, a new bond can be formed the next night via a new dance.

Part of the Commitee for Warfare.

PRO +2 ATH +2 STR +2 AWA +1 WIL +1 PRS / STH /

Yukatsa

Some of the gangsters in the Blue Grith as bodyguards, being able to take wounds for their wards. They do this by devoting themselves to the defense of others. Called yukatsas, they gain their powers by ritually turning their bodies into shields. They engage in a series of body-strengthening exercises first, then engage in ritual combat to toughen themselves, then spend time in deep meditation on the meaning of protecting others and their own power. After long hours of meditation, they are tested by a mentor in the Blue Grith, being forced into multiple situations where they must act to protect someone at great risk to themselves. If they succeed, they gain the power to take wounds for their wards and other defensive powers.

Their defensive powers derive entirely from those they mark as their wards. They mark someone as a ward via a touch (usually hand to shoulder) and a vow of protection (usually a very brief and direct statement such as "I vow to protect you", out of practicality). If the target is willing, there is no roll; if the target is unwilling, they roll WIL vs. WIL.

The yukatsa has these powers when they have someone marked as a ward:
  • Body shield: any physical attacks on the ward instead roll against the yukatsa's full defense (toughness+armor) and the yukatsa receives the stun and wound instead of the ward.
  • Shielding vow: any magical attacks on the ward instead roll against the yukatsa's WIL. If the yukatsa normally succeeds, the magical attack suffers -3 against the ward; special success means -6; exceptional means -9; critical means -12. If the attack hits 0, it is negated completely. If it goes into negative numbers, it is sent back at the caster.
  • Locate ward: the yukatsa can know the direction and distance to their ward is at any moment, no matter how far away they are.
  • Aura of protection: if the yukatsa has three or more wards within 20', they can extend an aura of protection against all attacks at a power equal to their WIL+STR for up to 3 rounds. This barrier will not cause wounds to the yukatsa, but the yukatsa will have a -1 per point of damage repelled to WIL and/or STR for a round. If this takes them to 0 or below, they are not killed, but are stunned for the round.
  • Counterguard: in place of a counter attack, a yukatsa may choose to add +3 to their next parry, dodge, toughness, or defensive WIL roll.
  • Meek reflection: if the yukatsa protects anyone nearby, even if not a ward, who has a STR or WIL below 8, they will gain a bonus equal to the difference between the protectee's STR or WIL and the yukatsa's to their respective stat for the next round. This only works if the protectee is not an exploiter, oppressor, abuser, or wielder of infernal powers.
Yukatsas are very rare, and in the Blue Grith, they are often set to protect the weakest amongst the organization on special missions, especially protecting freed slaves as they are escaped from the city. Part of the Commitee for Warfare.

PRO +3 ATH +1 STR +4 AWA +2 WIL +2 PRS -1 STH -2

Grifter

The con artists in the Blue Grith have a very specific purpose: to make others believe in miracles.

Miracleworker

In the Blue Grith, there are those who believe in miracles. And these people know that the only way miracles can happen is if people believe in them, so they make it their life's work to convince people that miracles exist by tricking them into thinking a miracle has occurred by engaging in random acts of kindness. These "miracleworkers" are con artists who go out of their way to ensure no one knows what they are doing.

Miracles only occur if someone believes they are possible. In a world full of magic, this gets complicated, as many things we would consider miracles are mundane, and many miracles get assumed to be magic even by experienced esotericists. Miracles must, therefore, be subtle to be believed.

To generate belief in miracles, they must generate hope. They must be such that there is not even a magical explanation. No clandestine fairy benefactor. No angelic delivery. No demonic contract. This is... difficult. Nearly impossible in a world such as Shem, though some mileage is gotten out of the fact that many of the most oppressed not-too-incorrecly believe that those who use magic are not on their side. But the truth is, every act of kindness generates much less belief than one might want. It takes many, many to create enough belief to have an impact, and most miraclemen accept that in their lives, their work will only have a small impact. In general, the acts of kindness are their own reward, anyway.

An act of kindness must be for someone genuinely in need and who will not pay forward the kindness with oppression and horror (i.e., not usually a member of the ruling class). The ruling class only works if the miracle is guaranteed to turn them to fighting the oppression they were once responsible for. Acts of kindness can be as simple as delivering food to as complicated as saving a town from ruin.

To fake a miracle, a miracleworker must not be seen to be performing their acts of kindness, or at least not to be performing the crucial part that must be taken as a miracle. As such, miraclemen take no credit. They also must be skilled at deception, stealth, and acting. They must understand the circumstances people are in and what they truly need, and they must be content to not even know if what they did had the effect they wished.

If a miracleworker has performed at least one fake miracle convincingly, they may roll a d1000 in times of dire need to see if a miracle may occur. Before they roll, they call the number it will roll. If they land on it, a miracle occurs. The more fake miracles they convincingly perform, the higher the chances get. For every 25 convincing false miracles, they may pick an extra number. For character generation, roll a d100 to see how many false miracles the character starts with in their backstory.

Part of the Commitee for Liberation or the Committee for Support.

PRO / ATH +1 STR / AWA +2 WIL / PRS +3 STH +2

Harborer

The Blue Grith keeps many safe-houses throughout the city, and they have special protectors living in them who have magical powers that allow them to keep their wards or locations hidden, protect them from attack or invasion, or otherwise provide safety to those inside.

Tegerist

A tegerist is someone who forms a special connection with a safe-house in order to be able to magically keep it safe. They do this in several different ways. First, they must either build or rehab the safe-house itself, getting to know its construction intimately. Then, they must make it physically secure as much as they can. Once this is done, they must ritually cast protections upon it with special rituals:
  • Ritual of Cleansing: ritually cleaning the safe-house means cleaning it physically and magically, using special herb smoke to drive away harmful or dangerous energies.
  • Ritual of Warding: this ritual requires placing special objects at key locations in the house and doing a brief gesture of connection. Objects can be a horseshoe hung above a door, a salt shaker placed above a stove, a special curtain hung in a window, or other commonplace things to disguise them from prying eyes.
  • Ritual of Familiarity: this ritual makes the safe-house recognizable to members of the Blue Grith or those in desperate need and obscured from all others. To do this, the tegerist places objects throughout the home from their own past, speaks special words (like a prayer, but to no greater power), and spends a night focusing on the objects, to embed their familiarity with the objects into the house itself.
  • Ritual of Welcoming: this ritual provides comfort to those who seek refuge in the house. The tegerist stocks the larder, makes sure there are other necessities (linens on the beds, towels in the bathroom), and then marks each room with a special sigil. If the other rituals have succeeded, this one will cause the safe-house to provide basic necessities automatically.
  • Ritual of the Hearth: this ritual involves lighting the hearth and making a powerful offering to the flames within, then marking the tegerist with the ashes. If they wear the ashes for a year and a day, they will be bonded to the hearth and able to return to it at will.
These rituals combined give the safe-house up to four of these powers to start, and more as the house is used to protect people:
  • Self-cleaning: the house cleans itself. Cleaning materials animate themselves at night to do so.
  • Unbreakable doors and windows: if closed, the doors and windows will not open or break, power 14+, if enemies come or attack.
  • Strong walls: the walls cannot be broken or burnt, power 14+, so long as there is a fire in the hearth.
  • Friendly countenance: the safe-house is recognizable only to those who need it or members of the Blue Grith, power 14+.
  • Well stocked: basic necessities are always available in the safe-house.
  • Expansive space: it is larger inside than out.
  • Concealed egress: there is a secret exit in an impossible location (i.e., a door to the outside in an inner closet or under the sink), power 14+.
  • Taupe barrier: if someone manages to get inside, they see no doors, only solid taupe walls, power 14+.
For every person safely kept in the house (for at least a month), the tegerist can add +1 to one of the numerical powers. For every six people, they can add a totally new power. Other powers are available. Consult with the GM.

And the tegerist gains up to four of these powers for their own individual use, adding more at the same rate as they add powers or points to the house:
  • Return to hearth: the tegerist can return to the safe-house at will, no matter how far away they are.
  • Secret cupboard: a pocket in the tegerist's clothing actually empties out into a cupboard in the house.
  • Hearthfire: the tegerist draws flame from the burning hearth and casts it at a target (AWA to hit, power of 14+/14+ celestial fire damage). If they add to the damage rating, it will add to both stun and wound, not just one of them.
  • Comforting touch: a simple touch from the tegerist will bring comfort to someone in distress or pain at a power of 14+.
  • Kiss of relief: a kiss from the tegerist will bring relief from all worries and negative emotions at a power of 14+ for up to an hour.
  • Purifying water: if they take water from the house, they can use it to cleanse away actual dirt or grime instantly from something, or they can use it to wash away infernal energies at a power of 14+.
  • Home advantage: if within the house, they roll at +3+ for anything.
  • Home strength: as long as the safe-house is safe and standing, unviolated by enemies, the tegerist has +3+ to STR when defending it.
Tegerists are a vital part of the Blue Grith. Many of them almost never leave their safe-houses. Their main role is to provide a place for fleeing slaves as they make their way out of the city. Part of the Commitee for Support.

PRO +1 ATH / STR +2 AWA +1 WIL +2 PRS +1 STH /

Hijacker

The Blue Grith employs a gang of hijackers to attack slave trains and wagons. They wield liberatory energy to break chains and free the rails.

Matataemeo

Matataemeos are similar to renegades in that they gain power from freeing slaves, acts of resistance, and fighting for liberation, but they target trains and other large vehicles to steal, usually those carrying slaves.

They generate magical power via acts of resistance to tyranny. They also gain power by acting in unison. This is why they go in groups to liberate slaves and hijack trains. Acting in unison creates an enormous amount of power. Their hearts will be filled, their bodies will be filled, their souls will be filled with power, and if they place their hands over their hearts, concentrate, and draw it forth, orange flame of liberation will spill forth. If they have a weapon - and matataemeos will always have a weapon - the spark of fulvous flame will leap to their weapon. They often work with renegades, but they have special skills to help them steal the train.

From there, every act of resistance they engage in makes the flame burn brigther.

With enough fulvous flame, they can empower their weapons, their own bodies, armor, or other objects. Any chain they find will shatter at even the weakest blow of their weapons, and the fulvous flame will help them "liberate" (steal) the train, wagon, or other vehicle. Their fulvous flame gives them +3 to any action in resistance to tyranny, +6 to freeing slaves, +9 to breaking chains or jail bars.

Part of the Committee for Liberation.

PRO +2 ATH +2 STR +1 AWA +1 WIL / PRS / STH +1

Kidnapper

The Blue Grith has many who specialize in removing prisoners, slaves, and victims of oppression, exploitation, and abuse from their circumstances. Sometimes, they must do so even against the will of those they are rescuing. Sometimes they also target rich people to kidnap and ransom. But they do have specialists among them who "kidnap" children who are being abused or otherwise harmed, and these gain special powers from saving and protecting those children.

Rescuer

Rescuers specialize in saving children from harmful environments. They determine this with the children's consent, oftentimes working with a supportive parent to remove the child from an abusive parent or to rescue enslaved children. Rescuers also "kidnap" enslaved adults, adults in bad situations, and prisoners, but they do not gain special powers for doing so.

Anyone who saves a child from terrible circumstances generates magical energies, but only some are able to notice and wield them. In order to do this, rescuers learn from mentors within the Blue Grith. They practice by engaging in rescue missions before they have powers, going on missions with their mentors, and studying the magical arts wielded. Eventually, they are deemed ready and are tested. In order to be able to tap into this magic, they must meet certain criteria. They must never intentionally harm a child. They must not allow harm to come to a child if they have the means to safely prevent it. And they must be willing to die for the cause.

If they meet these criteria, they are tested three times. Each time, they are forced to decide between their own life and that of a child, and if they hesitate at all, they are not granted powers. If they sacrifice themselves, they are granted a magical power to let them resolve the situation without dying. After these tests, they then gain new powers as they continue to rescue children:
  • Guardian presence: if the rescuer is within 10' of a child, they may extend an aura of protection to that child (or children).
  • Tourmaline shadow: any child standing in the rescuer's shadow (including their clothing, hence why they wear big cloaks) is invisible to preying eyes.
  • Hide and seek: if the rescuer tells the children to "play hide and seek", the children gain +6 to STH from any predator seeking them and the rescuer gains +6 AWA to finding them.
  • Bouncing ball: a rescuer can throw an illusory ball that appears to pursuers to be a child fleeing.
  • Shield the innocent: the rescuer may give a child a token (usually a toy) that gives the child +6 protection against any kind of infernal attack.
  • Baby's breath: the rescuar may give a child a snack that, if eaten, allows the child's cries to be heard by the rescuer from anywhere.
  • Parental vengeance: if a child has been harmed by someone other than their parents, the parents may give a rescuer a token of the child that grants the rescuer +6 to killing the person who harmed their child.
  • Bloodsevering: if a child's parent is their abuser, the rescuer can kill the parent and sever the blood connection between the parent and child such that the trauma is erased, if the child is under 10 years old.
Rescuers are a major part of the operations of the Commitee for Liberation.

PRO +2 ATH +2 STR +1 AWA +1 WIL / PRS +1 STH +1

Mugger

The Blue Grith's muggers engage in individualized armed robbery as part of fundraising efforts and terror against the slaveowner class. They view their work as an equalizing act.

Hyrnend

Hyrnends rob the rich to equalize wealth in society. Every act of armed robbery takes more wealth from the rich to give back to the poor, and this gives them power. As they engage in their campaign of terror against the rich and then distribute the takings to the poor, magical power builds in them, giving them different powers after they do enough of it. They engage in meditation, special exercises, mundane chores, and acts of resistance to find the power within themselves that has been generated by their work, so they can wield it.
  • Identify inequality: they can take +3 to AWA to identify ways in which any two people, places, or things within line-of-sight are unequal, once per day.
  • Amplfiied persona: if they attack someone with an imbalance of wealth and/or power, they can take on a persona that seems to be equal to their opponent in order to intimidate them.
  • Equal distribution: if they are distributing anything, they inherently know how to equally do so among any number of people within sight.
  • Unmatched speed: they can flee pursuit at +1 above the pursuer's speed, but take a penalty for a full day afterward equal to how much they increased their speed.
  • Return strike: any attack against them will be met with an equal and opposite response. They can use this once every three rounds.
Hyrnends are well-liked among the impoverished because of their work, and they often become key targets by the authorities.

Part of the Committee for War.

PRO +2 ATH +2 STR +2 AWA +1 WIL +1 PRS +1 STH +1

Pickpocket

Pickpockets and shoplifters are rarely sought out by the Blue Grith, but those few who do join are often older, more skilled wielders of sleight of hand.

Macronian

Macronians practice the virtue of patience. By learning and practicing patience, they gain special abilities. Patience in and of itself is a powerful tool in their craft - watching for the right mark, casing their targeted establishment - and one that allows them to be amongst the most skilled thieves in any Grith. But they rely on their magical powers as well to make up for what they don't have in strength or prowess.

In order to gain special powers, they must be exemplary in their patient ways, and they must make a vow to always be patient. They must prove it every day, and their vow must be made upon something sacred to them - and at risk of losing that. (And it may not be the life of another, though it may be their own life.) Their oath must be heard by someone who also lives a life of patience or by someone of equal power within the Blue Grith (one who lives by a virtue or one who draws power from one of the celeste waters, flames, stone, metal, beast, wood, or winds). Then, they prove their patience by being tested with a vision that comes in their sleep. This vision will inevitably require them to choose patience and know the right time to act. If they succeed, they awaken with a feeling of immense, unmoveable patience.

Once they have this power, they can wield it both in being able to observe but also in knowing when to act. In effect, their WIL can be transferred to their AWA or STH if they wait long enough, meaning they roll with major bonuses to see when and where to target and to roll sleight-of-hand to steal and sneak objects away.

PRO -2 ATH -1 STR -1 AWA +2 WIL +2 PRS -1 STH +2

Pirate

Pirates were an early part of the Blue Grith, as their attacking of slave ships was critical to the mission. Since the early days, their targets have evolved to include merchant ships, corporate vessels, and military targets. Pirates of the Blue Grith draw magical skills from one of three areas: their bravery (those who target military ships often use this) or from music (ship's musicians are critical and often use spellsongs to make the rest of the crew more powerful).

Pinuan

The pinuan are pirates who rely on audacity for magical powers. They target powerful ships, raiding military and slaving ships. They choose the most fearsome opponents and draw strength from doing so.

In order to tap into the magic of bravery, they must be acting without desire for personal gain. They must be acting against an oppressor, exploiter, or abuser, and they must be acting with intention to help others. They must feel both fear and confidence, and they must act in spite of the former. These feelings become their fuel. They tap into them as they fight, and the emotions manifest as scarlet flame. To do this, they must act purely from feeling, letting it guide them, and they must become completely focused on their targets. If they can achieve this, their weapons ignite in the scarlet flame of valor.

Mechanically, this requires them to spend their first round against an opponent with 3 or more above their scores in PRO, ATH, and/or STR attacking without bonuses while feeling their emotions (AWA roll with their attack). Their next round must be spent focusing (WIL roll along with their attack). On the third round, their flames will come, giving them bonuses to PRO and/or stun/wound equal to how much they are outmatched in PRO, ATH, and STR, and another +3 if the opponent has infernal powers (+6 if that power is fear-based). On each subsequent round, another point of bonus will come to their stun/wound or PRO.

If they are attacking multiple opponents, their average scores are used, but the necessary gap goes down by point per opponent, even going into the negative if there are four or more.

If they defeat an opponent who is 6 or more above them in PRO, ATH, or STR, they gain a special power:
  • Scarlet wave: a ranged attack that hurls a wave of scarlet flame at foes in a 10' arc.
  • Bold leap: if moving toward foes, they can jump over them and move twice as fast, effectively +6 ATH.
  • Reverse intimidation: their audacity in attacking a target so much more powerful than they are intimidates the target.
  • Heartening call (or laugh): the pinuan may shout or laugh and allow all their allies who can hear it to break free of fear or intimidation.
  • Direct strike: calling a shot to an opponent's strong point gives them +6 stun/wound instead of targeting a weak point.
  • Ferocity: on the sixth round of combat, if their scarlet flame is present, they may take on the form of a large predatory animal.
If the pinuan is in a pirate crew that is a third or more pinuans, all of these powers and abilities may be applied on a whole-ship level. The Blue Grith arranges this intentionally, so their pirates may take on warships.

Part of the Commitee for Liberation or the Committee for Warfare.

PRO +3 ATH +3 STR +1 AWA +1 WIL / PRS / STH /

Popinjay

The ship's musician on any pirate vessel in the Blue Grith will be a popinjay. Popinjays are charismatic pirate musicians who use their music to empower and protect the crew, to entertain and keep up morale, and to wield celestial sound. All music is inherently magical on Shem. Music made in groups can bond those groups magically. Popinjays use their magical music to bond whole pirate crews. They learn their music from mentors from the Blue Grith, and they are often given special magical instruments as well.

To wield celestial sound, a popinjay must be a believer in and practicer of harmonic living. They must live musically, and they must not use their powers to cause harm.

Popinjays learn special songs to use for different circumstances:
  • Song of Harmony: the song that bonds the crew together. It must be sung and performed together to form the bond, but so long as it is sung once a day, the bond is maintained. This allows them to communicate with one another via magically sung rhymes that others cannot understand, allows them to remain in rhythm with one another (giving them simultaneous attacks in battle), and hearing bonuses.
  • Song of Syncronicity: the song that makes work easier to do together. If sung and performed while doing mundane tasks, the tasks become synchronized and thus easier to do.
  • Song of Doldrums: the song that breaks doldrums. If sung and performed when the winds are down, the song can pick the winds back up if and only if they can replicate the music of the winds.
  • Song of Storms: the song that protects from storms. If sung and performed during a storm and synchronized to the storm's rhythms, it can direct the storm's rhythms to miss the ship with the worst of wind, rain, and lightning.
  • Song of Waves: the song that protects from waves. If sung and performed in the rhythm of the oceans, it can direct those rhythms to keep rogue waves from destroying the ship.
  • Song of Uplift: the song that lifts hearts. The popinjay performs this alone to uplift any member or members of the crew who need it.
  • Song of Relaxation: the song that soothes mind and body. The popinjay performs this alone to help other members of the crew relax.
  • Song of Repelling: the song that repels evil. If sung and performed while under attack by infernal powers, it can counter those powers.
  • Song of Battle: the song that enhances the good fight. If sung and performed during a battle, all members of the crew who participate will gain bonuses to PRO, ATH, AWA, WIL, PRS, or STH, as per the wishes of the popinjay.
  • Song of Memory: the song that brings memories back to mind. The popinjay peforms this alone to help others remember those they love back home, giving them comfort while lonely at sea.
  • Song of Fins: the song that speaks to the beasts of the sea. If sung and performed while an animal is near, the song can influence the animal to do as the popinjay pleases. Sea birds, dolphins, and whales are especailly susceptible.
Other songs are possible. Consult with the GM.

Part of the Commitee for Liberation or the Committee for Warfare.

PRO +2 ATH +3 STR +1 AWA +2 WIL +1 PRS +2 STH -2

Pusher

The drug dealers of the Blue Grith are servants of the people, dealing mostly medications stolen from the ruling class. They gain power from these acts of service.

Mrand

Mrands take many of the substances made by the saams and other members of the Blue Grith to distribute to those in need, but mostly, they take medications stolen from the ruling class by the thieves and robbers of the organization and distribute to the people. Basic medications too expensive for the people, life-saving medications, anything. They take it, they take advice from the healers, and they make rounds in the poorest neighborhoods, delivering them, taking very little in payment if anything at all.

For every person they help with no payment, they gain magical power to help them do their work. They learn to tap into these powers with help from mentors in the Blue Grith, but many find it on their own. Powers include the following:
  • Heart of necessity: they can empathically sense the basic needs not being met by a person - i.e., if they need food, water, shelter, comfort, or medical aid.
  • Eye of desire: they can see into the hearts of someone and know what material things they want - better food, nicer clothes, a better home, etc. Not ambitions, not relationships, but things. Usually, they see in broad categories, not specifics.
  • Giving soul: if someone needs something abstract, they can give of their own soul by performing an act of service for that person and channel that energy to them.
  • Share the burden: if they touch someone in any kind of pain (physical, metaphysical, mental, emotional), they can take on some of it to help that person bear it. If they use this, they suffer that damage themselves at a reduced rate (about 2/3), but still taking penalties.
  • Aura of servitude: they can surround themselves in a blue aura that makes it known to the oppressed and impoverished that they are there to help to break past barriers of distrust. +3 PRS.
Mrands usually come from the most impoverished parts of the community, taking their awful experiences to heart and trying to improve the world they grew up in.

Part of the Committee for Support.

PRO -1 ATH / STR +1 AWA +1 WIL +3 PRS +1 STH /

Quack

The Blue Grith keeps many illegal clinics throughout the poorer parts of the city. They have three kinds of illicit medical specialist: general street medics who use their own blood to heal others, back-alley abortionists who use their connections with their own matrilineal line to draw wisdom and skill, and therapeutic medics who have the power to calm and soothe people emotionally. Part of the Commitee for Support.

Chikitsak

Chikitsaks are all-purpose healers using forbidden magic. To access this magic, they must make a great sacrifice and create a special medicine in a magical pot. They are taught for years the arts and work of healing by a mentor in the Blue Grith, then guided through the rites of sacrifice that will give them the power to share their own blood to heal others.

Their mentor will teach them the six esoteric arts of the healer - blood of life, clay of life, true listening, empathy, guiding flow, and careful binding. They are also taught the importance of sacrifice, specifically the sacrifice of their life. They sacrifice their life not via violence, but by devoting it to healing and compassion, putting others above oneself constantly. This level of giving is often detrimental to them, but the power of their healing blood sustains them.

Once they are trained and have proven their devotion, they must create a magical pot to store their medicines in. It must first be made from clay that contains no infernal essence (which isn't hard to come by) and etched with symbols of the body (blood and heart, bone, flesh and muscle, viscera, the mind, humors, and hair and nails). The pot is fired, then filled with river water mixed with the chikitsak's blood. This is mixed with their mentor's blood, frozen or boiled (depending on time of year), then filled again. The process repeats until the pot is filled with a thick blood reduction. This is used as their medicine; it will work only if they are truly devoted and have mastered the six arts of the healer.

These healers are very rare; the level of devotion required is difficult to attain, especially in a society that criminalizes them (for one thing, the ruling class sees it as a waste of blood). They also do not have the full power of healers who are trained and study in places that have full resources, which prevents chikitsaks from achieving full-blood healing. Regardless, those few who exist within the Blue Grith are valued and revered as some of their best healers.

PRO -2 ATH +1 STR +2 AWA +2 WIL / PRS +1 STH -1
Secretary for Support

The Secretary of Support is the elected head of the Committee for Support. The current one is a chikitsak of exceptional skill. They have a special box called the jabeh that preserves medicines, foods, and other necessities that they can share with others.

PRO -1 ATH +2 STR +3 AWA +4 WIL +2 PRS +1 STH /
Jabeh

The jabeh is a box given to the Secretary for Support that can keep any perishable material preserved for as long as it is in the box. It can also multiply any necessities stored within, making sure there is enough for up to 20 people to eat, be healed, or have clothing or comfort. Medicines, bandages, food, drink, blankets, clothing, and other smaller necessities can be stored and multiplied in it. It has a magical power of 20.

Dravilec

Dravilecs gain the power to calm and soothe people's emotions by making a vow of non-violence.

The vow includes any act of self-defense. Any act of violence, no matter how justified, will violate their vow and strip them of powers. They do not gain powers until a year into their vow. Accidents do not violate the vow unless they were plainly avoidable, but the vow does include actions that may not seem like direct violence - voting to support war, doing nothing to try to stop it, supporting exploitation or oppression, etc. Indeed, even things such as causing hunger or illness can violate the vow if one is not careful. Dravilecs eat only that which has not died by anyone's hand - fallen fruit and never-alive minerals. Not even honey, vegetables, or found materials that were once alive but butchered or killed, even humanely. They also avoid harming any animal or plant, any living thing at all, except to clean their own body.

The vow must be spoken solemnly, made on their own life, and given to the river. As this vow is extremely difficult to live up to in a world of violence, there are very few dravilecs.

Once they have made it a year into their vow - a very rare occurrence - they gain the power to exude peace and calm. Because this might alert the authorities to their powers, they isolate themselves and practice meditation until they can draw that aura in and make it part of their bodies, instead channeling it through touch. They study and practice massage in order to soothe the emotions of their clients. Working for the Blue Grith, their main set of patients are the poor and oppressed.

Part of the Committee for Support.

PRO -6 ATH +1 STR +1 AWA +3 WIL +3 PRS +2 STH /

Emlyze

Emlyzes are healers who focus on reproductive health, mostly providing healthcare to the poorest who are dealing with pregnancies. They are the only source of abortions for the poor, as abortion is criminalized for all but the ruling class.

An emlyze learns their craft from a mentor in the Blue Grith, learning actual medical lore and knowledge, including surgery, herbalism, and psychology, but not as indepth as one might in a full medical school. They also learn the arts of ancestral memory and the power of aemoa, the energy derived from reaching back to ancestors before the Fall. They do this by engaging in ancient practices handed down mentor to mentor, mother to mother, parent to parent, involving meditation, special substances, and deep visions. Almost anyone can access their ancestral memory, though it is not easy, but to access ancestors from before the Fall requires eradicating all patriarchal assumptions and indoctrinations first. One must be entirely free of patriarchal values to be able to go back that far.

Once someone breaks past that barrier, they may access it only briefly without being drawn into it. Most, therefore, either connect with a single ancestor or small number of them, or they only go back occasionally, or, as the emlyzes do, they focus on one kind of ancestor. In this case, they focus on healers and caretakers. They often have an ancestral guide, one from just before the Fall, and a handful of preferred ancestors to connect with, all of them some kind of healer. In order to access them, they associate some object with them, usually a medical device or tool or something they use in the course of taking care of others. They use that focus to instantly connect and gain wisdom or advice. They can also draw powers, skills, and abilities from their preferred ancestors, but in order to do this, they need to spend more time and effort than a quick connection via their focus. Usually, they need to enter a trance (using meditation and an hallucinogen) for a few hours and find the ability, skill, or power in a symbolic vision, led by their ancestral guide. Any skill, power, or ability drawn from their ancestors may only be temporary. If they hold onto it for more than a few hours, they risk having the ancestor's memories over take and replace their own.

Emlyzes' focus on healing means they have a great number of healing skills to choose from, and the skills known before the Fall were advanced in terms of how they could treat reproductive health issues beyond what is available even legally in Haenor. They also provide gender-affirming care.

Part of the Committee for Support.

PRO -1 ATH +1 STR / AWA +3 WIL +2 PRS +1 STH -1

Revolutionary

Over the history of the Blue Grith, many subgroups have formed with the intention of fomenting or organizing a revolution in Endruin. They often end up targeted and destroyed, but the Blue Grith officially supports this work. Revolutionaries within the Blue Grith gain power from principled behavior or from efforts to fight for equality.

Fankang

Those who devote themselves to fighting for revolution automatically place themselves in opposition to the authorities, the ruling class, and their knowing servants. In order to survive living in opposition to oppressors, one must be principled. In order to be successful in opposition, one must be principled. While the exact details of those principles may vary by political philosophy, they all share in common their resistance to the Endruinite capitalists. Some revolutionaries, called fankang, draw magical strength from their principles.

To tap into the magical essence that is created by principled action, fankangs study for years, and they spend every moment living a principled life. Any failure will weaken them, and significant failures (working with the police, becoming a boss, etc.) will render them completely powerless. After three years of study and principled living, they are tested by mentors and other fankangs, tempted, and tricked, and if they fail, they may learn from the process to try again (after at least a year and a day). If they succeed, they are given a piece that has nine principles written on, sewn into, etched into, or otherwise marked on. They wear this for another year and a day, living up to each principle, and passing another test for each principle. After this, they will wake up one day seeing the world differently:
  • Recognize oppressed: the fankang can look at a person and see what oppression(s) they face, always (read people).
  • Persuading word: the fankang can persuade a comrade not to engage in an unprincipled action with a single word, once per week (WIL).
  • Instant rebuttal: the fankang can respond to a false statement (if they recognize it) instantly with the truth (if they know it), stunning the liar.
  • Correcting strike: the fankang can respond to an attack on a comrade with an equal or better attack, effectively counter attacking a successful hit on an ally.
  • Compelling speech: the fankang can make a five-minute political speech that inspires oppressed person listening, giving them +3 reaction.
  • Act of solidarity: the fankang can provide support to an oppressed person in need by giving of their own STR, once per month.
  • Devoted action: the fankang can engage in mundane work for a day in order to give themself an extra action in combat or more magical power for the next two days.
  • Deep study: the fankang can rapidly and deeply read revolutionary works once per month.
  • Self-criticism: the fankang can improve three of their own skill scores by +3 each by engaging in a week of self-criticism, once per year.
Other powers may be possible. Consult with the GM.

Fankangs are a major part of the Blue Grith's revolutionary work. They are among the most targeted by the authorities, and thus, they work at great risk. They are organizers, political activists, and workers. They engage in community building, union organizing, and direct action.

Part of the Commitee for Liberation.

PRO +2 ATH +2 STR +2 AWA +3 WIL +3 PRS +2 STH /
Secretary for Liberation

The Secretary for Liberation is a fankang leader who has lived a principled life for 55 years. They have 16 powers and higher stats than other fankangs. They also have a magical bracelet called the shouzhuo that bonds them to other revolutionaries and gives them the ability to unite them and share strength.

PRO +2 ATH +2 STR +3 AWA +4 WIL +5 PRS +3 STH /
Shouzhuo

The shouzhuo is a magical bracelet that is worn by the Secretary for Liberation. Made of the metal yingzin, it allows the wearer to form a bond with anyone else involved in revolutionary work. The Secretary for Liberation bonds to every other fankang in the Blue Grith, allowing them to share stats and skills when engaged in the same revolutionary work.

Insurgent

Insurgents fight for equality. While fankangs are organizers and activists, insurgents are at active war with the authorities. They are not soldiers, but they have some skill in combat; many are practiced rioters and rebels. They are likely to know how to disguise themselves, protect themselves from police, and escape from chaos, and they target the property of the enemy when they can. In their fight for equality, they learn to tap into the equilibrium of their own souls to inflict equality on reality around them. They do this by engaging in meditative practices, special exercises, mundane chores, and acts of resistance. Once they feel within them a balance of themselves, their devotion to the struggle for liberation, and the many aspects of their lives, they find a place within that shows them their full power within. This vision comes with a test, wherein they must make a vital choice in how to achieve and maintain their equilibrium, and how they will use that power outwardly. If they pass, they gain certain abilities:
  • Balancing stance: at any point, they can set their stats and skills to be more balanced by taking a specific stance. They maintain this balance only while in the stance. Any change will revert them to what they were before.
  • Return strike: any attack against them will be met with an equal and opposite response. They can use this once every three rounds.
  • Uplifting touch: anyone they touch who is under attack by someone or something more powerful will be empowered to be equal to that which is attacking them. They can do this once a month.
  • Equalizing aura: once per year, they can unleash an aura that equalizes everyone within 20', both in terms of stats and in terms of wider context. Anyone within the aura must roll WIL against the insurgent's WIL if they do not wish to be affected or reflected.
  • Identify inequality: the insurgent can take +3 to AWA to identify ways in which any two people, places, or things within line-of-sight are unequal, once per day.
Insurgents are more combat-oriented revolutionaries; their goal is to shake up the system. They are often involved in raids on slave markets or slaveowners' homes, in riots and protests, and in other forms of open resistance. They therefore are often targeted by the authorities.

Part of the Commitee for Liberation.

PRO +3 ATH +2 STR +1 AWA +2 WIL +2 PRS / STH /

Robber

Robbers. The Blue Grith employs these armed robbers as Robin Hoods, targeting the rich.

Saragh

Saraghs are robbers who work in small gangs, operating both are intimidating attackers and as keen lookouts. They have magical awareness of danger. They gain this power by engaging in special vigils and engaging in protective practices to serve others. Notably, they spend as much time as they can helping anyone who is prone to being preyed upon or harmed either by the authorities or more predatory individuals. The more they do this, the more potent their powers may become, especially combined with regular vigils wherein they watch over and contemplate something sacred. After years of practice at this, guided usually by a mentor in the Blue Grith, they start to see things magically.
  • Danger sense: they have an innate sense of danger that gives them +3 to any defensive rolls, immunity to being surprised by an attack or stealth attacked, and forewarning of anything harmful.
  • Identify enemy: they can identify anyone who is an enemy of the Blue Grith with +3 to read people or perception rolls, once per day.
  • Quick react: they may choose to react first in any situation once per day. In combat, this means they go to the top of the initiative order for one round, then back to their normal place in it.
  • Vigil mark: they may mark someone by touching them and sense when that person is in danger as well, range of 10 miles. They may mark up to two people at once.
  • Warning whisper: anyone they have marked, if they are within 10 miles, may be warned of impending danger by the saragh with a whisper.
  • Share vision: anyone marked may be granted the saragh's visual perspective if they are within 10 miles of one another.
Saraghs usually mark their two comrades and use their identifying abilities and danger sense to find rich people with low defenses, then rob them, giving the proceeds to the Blue Grith and the poor.

Part of the Commitee for Warfare.

PRO +2 ATH +2 STR +1 AWA +4 WIL / PRS / STH +1

Saboteur

Sabotage is a common tactic for targeting the cops, slavers, and rich people, using innovative gadgets and machinery to do so.

Jabiye

The Blue Grith's saboteurs are skilled artisans who create machines that can help them take out the machinery or plans of the enemy. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a jabiye's magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best jabiyes balance all three.

In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. The Blue Grith often finds ways to provide these to promising artisans. The difficulty on making such a device is a 14.

In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.

Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occassionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.

If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is sabotaging the enemy's works, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.

Jabiyes like to invent special tools or devices to derail trains, break carriages and wagons, and take out stages or displays.

Part of the Commitee for Warfare or the Committee for Liberation.

PRO +1 ATH / STR / AWA +4 WIL +1 PRS -1 STH /

Sensualist

Sex workers among the Blue Grith are mostly those who have banded together to survive, creating what is an effectively an illegal union to keep themselves from being targeted by traffickers, cops, or slavers. Among them are those who use sex magic, usually to draw strength or powers from sexual attraction.

Hetaira

The hetairai (or hetairo(i) for men, hetaire(i) for others) are sex workers who are highly educated, skilled at art, entertainment, and conversation. They are learned in arts, philosophy, and culture. They are extremely highly valued sex workers, for they are skilled users of sex magic. Their arts and skills were brought over from the west, but in Endruin, they are still criminalized, even if their clients are high-paying. They often use this to help serve the Blue Grith by gathering information, blackmail, or funding. Most of them are former slaves and have a passion for the work of the Blue Grith.

The sex magic of the hetairai is generated with a familiarity with their own bodies and pleasure. They engage in rituals of relaxation, comfort, and physical pleasure in order to learn how to wield their magic, then practice it with clients or lovers. The more intimately they know their own bodies, the more they are aware of the flows of energy within and how it responds to pleasure, allowing them to focus on it and draw it out. With long practice and effort, they learn to draw forth the blue light that can transfer pleasure between themselves and others. They generate this via their rituals, via acts of sexual pleasure, or via arts of seduction. They gain points of blue light every time they do this.
  • Evoke pleasure: with their touch, they can transfer the blue light to another to cause them to experience physical, sexual pleasure. This costs 1 point of blue light per 3 points of power they wish to roll from.
  • Alluring aura: they can wreath themselves in blue light, making themselves alluring to anyone who sees them. This costs 3 points of blue light per minute of 8-power aura.
  • Intensify pleasure: with their kiss, they can transfer the blue light to another to cause the physical, sexual pleasure they are experiencing to intensify. This costs 2 points of blue light per 3 points of power they wish to roll from.
  • Transform pleasure: with their touch, they can use the blue light to change the physical pleasure someone is experiencing from any kind of physical pleasure to sexual pleasure (i.e., good tasting food becomes sexual pleasure). This costs 3 points of blue light per 2 points of power they wish to roll from.
  • Alleviate discomfort: their breath can make someone's discomfort reduce or go away. This costs 1 point of blue light per 2 points of power they wish to roll from.
Other powers may be possible, so long as they reflect pleasure, especially sexual pleasure.

Part of the Commitee for Support.

PRO / ATH +3 STR +1 AWA +2 WIL +2 PRS +4 STH +1

Smuggler

Along with the pirates and vigilantes, smugglers were the other major players in the early Blue Grith. They were instrumental in sneaking escaped slaves out of the city, and now they serve that purpose as well as bringing in goods, weapons, and supplies that cannot be gotten legally. The smugglers of the Blue Grith carry special, magical water with them to calm and control the waters they sail.

Dashea

Dasheas are fully devoted to the cause of the Blue Grith. Their life's work is freeing the enslaved, and they work to bring in supplies for the Blue Grith and take the enslaved to safety far away from Haenor. They all swear an oath upon their own souls to serve in this capacity for their entire lives, and any betrayal of, deviation from, or depature from this will result in the loss of their powers - and their souls. They make this very clear to anyone who wishes to join them in the work, but they also make clear the positive sides of it. Anyone who makes this vow and lives the life is guaranteed "salvation" from the powers of the authorities (and possibly the Beyond). None who do this work may be enslaved or imprisoned, and the waters of the seas obey their commands. However, this only works as long as they are engaged in the work of smuggling for the Blue Grith. While they can engage in other, related work for the Blue Grith, certain powers are not in place when they are not smuggling. The vow they make is sworn on an angel's feather, and if they knowingly lie, they burn.

Any dashea who has sworn their vow must still prove themselves worthy by working for at least a year and a day at smuggling supplies and freeing slaves. After this is done, they are sent to a secret location, alone, in a small boat, where they meet a celestial figure who tests them. If they are found truly worthy, they are given a decanter of celeste water, a pure blue magical water with many powers:
  • Droplet of calm: a single drop will calm the seas for 20' around the vessel they are sailing at a power of 14.
  • Controlling touch: if they wet their hands with the celeste water, they can place those hands into the ocean and control the currents at a power of 14 for 10 minutes per dose.
  • Stream of salvation: a steady stream of the celeste water poured on chains, shackles, bars, or other imprisoning objects at a power of 14.
  • Purifying shower: a full shower in the celeste water will wash away infernal energies from anyone at a power of 14.
  • Steam of repelling: if boiled to a steam cloud, the steam will repel infernal powers and beings at a power of 14.
  • Obscuring wave: if poured out onto the ground or into the water, it will ripple out and cleanse away signs of their passing at a power of 14.
  • Celeste icicle: if frozen into a sharp point, it is a dagger of +7/+7 against infernal beings until it melts (usually 2-3 uses).
Other powers may be possible around the themes of salvation. Consult with the GM. Their decanters have 13 doses at a time. They get replenished every night, assuming the dashea has not violated their vow. The number of doses increases the more they work.

Part of the Commitee for Liberation or the Committee for Support.

PRO +1 ATH +2 STR +2 AWA +2 WIL +1 PRS +1 STH +2

Spy

The Blue Grith has many who engage in espionage for them, but those who specialize in it use magical light to see through walls, see long distances, or see into people's hearts.

Macrinoth

A macrinoth is someone who sees espionage as an art. They engage in it on behalf of the Blue Grith, spying on slaveowners, nobles, and business owners, as well as the police. They use the arts of disguise and deception, distraction and technology to gather information. Their primary art, however, is disguise, which they master as a mundane skill before using it as fuel for magic.

A macrinoth studies under a mentor in the Blue Grith to learn their arts. They are taught how to disguise themselves, using everything from costumes to makeup to acting skills. They perfect these skills, using the world around them for inspiration, drawing upon it, and focusing on the art of it. Once they have masterd it (skill of 11 or more), they are tested on a real spy mission with their mentor and taught magical methods. They use their art as a source of power; art has inherent energy to it. When they create a disguise, it has a power equivalent to the difficulty plus the success rate (NS /, SS +3, ES +6, CS +9). Learning to wield it, however, is very difficult.

To wield it, the macrinoth must vow to wield it in service of the Blue Grith. They must never use it to harm anyone but an enemy of the Blue Grith. And they must train relentlessly to be able to even be able to sense it, much less draw from it. The process of sensing it means repeatedly fashioning disguises that are of the calibur needed to generate it, and learning to draw from it means finding a tool of the art of disguise that can interact with it. Usually, this is a piece of crystal that can somehow be used in a disguise. If they have their crystal on their person, they can wield it to channel the magical energy of their art, which manifests as light.

Once they can wield the light, they gain different powers:
  • Flash of distraction: they can send a pinpoint beam of light somewhere within line-of-sight that causes a flash in that location, distracting anyone nearby. This costs 1 point per point of distraction they wish to roll from.
  • Dazzling form: they can wreath their disguise in light such that it shimmers in a way that makes it hard to focus on, making them harder to see. This costs 2 points per point of STH they wish to add.
  • Reflecting form: their disguise reflects away all light, making them invisible. This costs 13 points but gives perfect STH.
  • Artful image: their disguise can be augmented or improved by the light, or they can extend a disguise to someone else with the light. This costs 2 points per point of STH or PRS they wish to add.
  • Impressive aura: their disguise can make them more noticeable, but amplify their persuasion or presence by making them more impressive. This costs 3 points per 2 points of PRS they wish to add.
And if they use their crystal and light to see with, they gain these powers:
  • See-through vision: the macrinoth can see through solid matter for 5 seconds per point used, spending an extra point for every 6 inches of solid material they wish to see through.
  • Farsight: the macrinoth can multiply their line-of-sight by 10 per point used, but cannot see through solid objects.
  • Heartsight: the macrinoth can see what someone is feeling, rolling +1 point of perception per point used against the PRS of the target.
  • Bent sight: the macrinoth can see around corners for 6 points of magic.
Other powers may be possible. Consult the GM.

Macrinoths are elite spies; many mundane spies also serve the Blue Grith. It is rare one is able to become a macrinoth, but those who are are invaluable to the work.

Part of the Commitee for Information.

PRO +1 ATH +1 STR -1 AWA +4 WIL +1 PRS +3 STH +3
Secretary for Information

The Secretary for Information is almost always a macrinoth. They are one of the older macrinoths who teach new ones. They always have the chromatoculum, a special crystal with incredible visual powers.

PRO / ATH +1 STR -1 AWA +5 WIL +2 PRS +4 STH +2
Chromatoculum

The chromatoculum is a colorful crystal that gives the Secretary for Information extra visual magic, including the power to see much further, to see around multiple corners, and to see souls, Names, or thoughts. It can also see esoteric energies. It has a power of 20.

Terrorist

Terrorism is a tactic the Blue Grith uses sparingly, but when they do, it is precisely targeted to minimize or, preferably, avoid undeserving casualties. The Blue Grith's terrorists use use their own personal (non-fatal) sacrifices to empower their attacks.

Phaboli

A phaboli is someone who engages in intense self-sacrifice in order to serve their cause. They take a vow to the Blue Grith and, above all, to the cause of liberation of all enslaved and imprisoned people, and they devote their entire lives to that cause. Everything they do focuses on it, to the point of distraction from their everyday lives. They knowingly and willingly make this sacrifice for the cause, and the losses they incur give them power.

To learn to tap into this power, after they make their vow, they are tested repeatedly by a mentor in the Blue Grith. Temptations, distractions, and obstacles are placed in their way, and how they respond and deal with them tells the mentor if they are ready. If they are deemed ready, they are taken to a secret chamber where they are given the choice between life and death in the name of the cause. Those who choose death are rejected; those who choose to live for the cause are then taught how to sense and wield their magic.

To wield the magic of self-sacrifice, the phaboli must succeed at sensing it via meditative arts, then learn to channel it through four acts of sacrifice: a sacrifice of blood, a sacrifice of memory, a sacrifice of feeling, and a sacrifice of experience. The first is simple - a ritual spilling of blood. The other three requires their mentor to guide them meditatively to erasing a memory, silencing an emotion, and losing an experience (and thus a lesson learned). It cannot be an experience necessary to wielding their powers, as this would of course make them lose their powers. Once they have done this, they gain the ability to channel their power through a special focus, usually a weapon.

Their sacrifice made in devoting their lives to the cause makes this possible. From there, other sacrifices need to be made to wield their powers further. The easiest is a sacrifice of the body - loss of blood or flesh, any kind of wound, pain, etc. This creates energy equal to how much damage they do safely. A mortal wound will result in a loss of their powers, as they may not die for the cause unless they are doing so to save others in a circumtance where their death is truly the only way to save them. This is almost never the case. Sacrificing memories, skills, powers, or feelings is also possible, generating much more energy, but coming at an obviously greater cost.

With the energies generated, they can channel the golden flame of judgment through any weapon, or place it within a weapon (such as a bomb) to be released later. They do this to target the enemies of the Blue Grith and free the enslaved or imprisoned.

Part of the Commitee for Warfare.

PRO +2 ATH +1 STR +1 AWA +2 WIL +3 PRS / STH +1

Thief

Thieves in the Blue Grith rob from the rich to give to the poor and help with resource acquisiton. There are several different ways they can draw magical power - some who draw power from gratitude (from others or wihin themselves), those who gain power from making their own homes safe, and those who gain power from the hunt for the next target.

Barawo

Barawos gain power from gratitude. They are thieves who steal from the rich and powerful in order to give to the poor or meek, and they gain special abilities from practicing thankfulness in every aspect of their lives. In order for this to be possible, they must eradicate their own egos, engaging in their work solely for satisfaction of doing it.

Doing this takes years of work under a mentor from the Blue Grith, but once they reach an acceptable state of selflessness, they are taught the ability to generate a coin, a blank metal coin made of pesete, a form of magical gold that is made of emotion. If they are thankful for something, they give the coin to the person they are grateful toward. If they are grateful toward something, they make a sacrifice of the coin by flipping it into the waters. If they are thankful to a Divine, they offer it at a temple. They generate the coin by focusing on their emotion for hours (for the first time), until it manifests in their palm (mechanically, this is a series of difficult WIL rolls). The coins are not spent like real money, but rather become something needed by the one it is given to - something small, usually, like a bit of food or water.

The more they give away, the more successful they will be in their work. As they give out their coins, they gain points they can apply to skills or stats relevant to the job they wish to undertake, which is always a specific, targeted object, person, or location they are going to burgle. The bonuses they get go away after a day, so they have to finish the job quickly. Most barawos can only generate six points per job, but as they continue their work of Robin Hooding, they gain greater capacity.

Part of the Commitee for Support.

PRO -1 ATH +2 STR -1 AWA +2 WIL +1 PRS / STH +3

Housebreaker

Housebreakers gain the ability to understand and break into houses by making their own homes welcoming and safe. The power of the home is one of safety, comfort, relief, and belonging, and making a home that embodies those things creates a space of potent celestial energy. Housebreakers learn to generate and wield this energy such that they can enter homes that do not embody this - homes of slaveowners, exploiters, abusers, and agents of oppression - and plunder them.

The aspects of the home that are necessary to generate this power are as follows:
  • Shelter: the home must provide adequate shelter for those who live in it.
  • Safety: the home must be difficult to enter, dangerous for those who wish ill upon its inhabitants.
  • Comfort: the home must provide comfort for those who live there.
  • Relief: the home must provide relief from the pressures and struggles outside.
  • Belonging: the home must be welcoming to those in need, to the oppressed, exploited, abused, or distraught.
  • Cleanliness: the home must be reasonably clean.
  • Hospitable: the home must obey the rules of hospitality for welcomed guests.
All of these vary from home to home, inhabitant to inhabitant. If all of these are achieved, one may draw from the power created there. The power will form in the hearth if there is one, and if not, it will form in the communal room, the kitchen, or the bedroom (in that order). It will take the form of a taupe-colored flame, and it will be perceptible to the housebreaker if they are truly the maker or keeper of the home. And they may touch and wield it if they created this home with intention, made a vow to serve the Blue Grith, and maintained the aspects of the home for at least a year and a day. The flame gives them 20 points of energy at a time.

Once they take the flame, it enters their hearts, and they gain these powers:
  • Know entrance: the housebreaker can sense how many entrances a home has and where they are, weakening the flame by 3 points.
  • Sense defenses: the housebreaker can sense the defenses of the house, both living and not, weakening the flame by 3 points.
  • Analyze passages: the housebreaker can know the halls and passages of the house, visible or not, weakening the flame by 2 points.
  • Opening touch: the housebreaker can open any door or window, known or not, via a touch, weakening the flame by 3 points.
  • Return home: the housebreaker can return to their own home instantly, snuffing out their flame for a month.
Other powers may be possible. Consult the GM.

If a lock, door, passage, etc. is magically protected, the housebreaker may have difficulty sensing or opening it, but they can spend more flame to do so.

Part of the Commitee for Support.

PRO +1 ATH +2 STR -1 AWA +2 WIL +2 PRS / STH +3

Vafrousian

Vafrousians hunt and stalk their targets to plunder for the Blue Grith. These treat slaveowners, slavers, and other oppressors; property as subjects of their hunt, and they gain power by showing respect for their prey, using every piece of them.

To become a vafrousian, one must attune to the sacred hunt. The sacred hunt is more than mere survival, more than predator and prey, but rather, hunting with a consciousness, hunting knowing how to show deep respect for the prey, for the cycles of life, and for justice itself. Never over-stealing, always using every part of the prey's property, and stealing from those who are most hurtful even to other prey. To become a vafrousian, one needs to adjust this to the robbing of oppressors and exploiters, meaning viewing the world's most destructive, violent people as prey, and then finding a way to respect them. This usually involves understanding how dangerous they really are and doing nothing to alleviate that before hunting them.

Since the prey of the vafrousian wield their power via wealth and property, their wealth and property becomes part of their body in the view of the vafrousian. This means that their bodyguards and servants are part of their herd. A true vafrousian only robs a bodyguard if they absolutely must, and they never harm a servant, no matter the risk. They rob only their target.

To attune to the sacred hunt, they first train under other vafrousians, usually members of the Blue Grith. Once they are deemed fit, they engage in a ritual hunt in which they track and tag their mentor. After succeeding at this, they must shrive themselves of all power, weaponry, and skill, and then return to the world of the oppressed and meek, living a life of deprivation for a year. During this time, they will have visions, assuming they are successful, and in these visions, they will see a child who tells them the rules of the sacred hunt. If they remember and live by these, they will, after a year, their mentor will have a vision confirming it. Then, their mentor will give them their first mission. During this mission, their powers will come to them.
  • Unassuming presence: they are seen as unassuming and non-dangerous, +2 STH.
  • Object marking: if they can see their target, they can mark the object such that they know where it is at all times, within 10 miles, giving a bonus against target's STH (+6) and to hit (+3 PRO).
  • Danger sense: they can sense incoming, imminent danger at AWA +1 in general, giving them +3 to dodge any attack, and +3 to sense sneak attacks.
  • Subtle blue: while escaping the scene of a robbery, they get +3 STH.
  • Respect: in order to respect their prey and "use every part of them", they gain extra room in their pockets, pouches, or bags to carry more loot during the robbery. Once the robbery is over (once they are somewhere safe), this space vanishes and the pouches or pockets empty.
  • Distribution: all of the items stolen via respect must be distributed to victims of the target. This is done either directly or by selling it and giving away the money. This power may not be used to benefit the vafrousian.
Vafrousians rob slaveowners of important property to help the Blue Grith.

Part of the Commitee for Support.

PRO +1 ATH +2 STR / AWA +2 WIL / PRS / STH +3

Traitor

Traitors in the Blue Grith does not refer to those who betray the Grith, but those who betray the authorities in favor of the Blue Grith or those who betray their class to fight back against oppression. These traitors often continue to work in secret among the oppressors or use their privilege to help them fight back, but some openly defy the crown. These traitors draw power from the chaos they wreak upon the oppressing class.

Dujvari

To become a dujvari, they must first betray the ruling class, the oppressors, the exploiters, or their agents. This does not mean simple defiance of the oppressed or exploited against the system - they are already victims of the system, and resistance is merely self-defense. They must be part of the ruling class or its direct agents in order to betray it. This means they must be a noble, a slaveowner, a business owner, a manager, a police officer, a member of the military, a part of the religion of Mal'och or other ruling class religions, or a high-ranking member of one of their institutions such as a university. And then they must perform an act of treason against the other members that also benefits the Blue Grith or its mission.

Then, they must somehow make contact with the Blue Grith. Sometimes, the Blue Grith finds them, but often, they must seek them out, for their treason is too subtle to be truly known. Or sometimes, their treason is feeding information to the Blue Grith. Once they make contact, they must prove themselves trustworthy to the Blue Grith, devoted to the Blue Grith's ideals, and willing to continue the work or in need of protection.

Once they are proven worthwhile, they are taken in by the Blue Grith or placed under their protection, unless they have need to go back to their old life as a deep cover agent. Either way, they continue to make contact, and they are required to spend time learning the ways of the Blue Grith. This often takes a long time, but once they have proven themselves and learned enough to be part of the Blue Grith, they are tested. If they pass, they are taught how to wield the chaos they are causing.

Any weakening of the laws of the ruling class generates a certain amount of chaos. Any betrayal causes ripples, random or not-so-random effects down the line, and those ripples have a power to them. If the dujvari can sense or predict them, they can influence them but never truly control them. They can certainly learn to trigger them, however, with further acts of betrayal. How this manifests depends on the ways in which they betray the ruling class.

If they are betraying the ruling class by using their wealth to fund the Blue Grith, the chaos they generate comes from what the Blue Grith does with that money. They can therefore trigger it further by giving the Blue Grith more money, even if it's a single coin to an individual member. If they are betraying by stealing information, they trigger it by stealing and giving the Blue Grith more information. If they are betraying it by acting as an undercover agent in the police or military, any act within those that benefits the Blue Grith can trigger it. And so on. Consult with the GM as you create your character.

Every trigger of celestial chaos means the dujvari rolls a d100, and that roll determines what ripples they cause:
Roll EffectSorted ascending
50 A celestial animal appears to assist the dujvari
90-94 A celestial fungus appears to assist the dujvari
86-89 A celestial microbe infects an enemy of the dujvari
95-99 A celestial plant appears to assist the dujvari
70-71 A useful armor with basic celestial energy (+3 against infernal) appears in the dujvari's hands and lasts for an hour
6-9 A useful non-weapon, non-armor, non-magical of modest value appears in the dujvari's hands and lasts for an hour
34-38 A useful weapon with basic celestial energy (+3 against infernal) appears in the dujvari's hands and lasts for an hour
45-47 All allies within 20' (and the dujvari) are teleported to a safe place within 10 miles
82-85 All enemies within 20' are teleported 10 miles away
64 An angel appears
58-63 Celestial fires burn the souls of every ally within 50', giving them +6 WIL for 5 minutes
51-57 Celestial light clears the mind of every ally within 50', giving them +6 AWA for 5 minutes
76-80 Celestial shadows enshroud every ally within 50', giving them +6 STH for 5 minutes
73-74 Celestial stone imbues the flesh of every ally within 50', giving them +6 STR for 5 minutes
39-43 Celestial waters cleanse the hearts of every ally within 50', giving them +6 PRS for 5 minutes
25-29 Celestial winds lighten every ally within 50', giving them +6 ATH for 5 minutes
2-5 Every ally or oppressed within 10' of the dujvari gains +3 to their best base stat for 5 minutes
17-23 Every ally or oppressed within 10' of the dujvari gains +3 to their best non-language skill, ability, or power for 5 minutes
30-32 Every enemy within 10' of the dujvari is penalized -3 to their best base stat for 5 minutes
48-49 Every enemy within 10' of the dujvari is penalized -3 to their best non-language skill, ability, or power for 5 minutes
10-16 Every enemy within 20' loses their next action
65-69 Every enemy within 20' suffers a normal wound
33 One unknown ally is revealed to the dujvari
24 One unknown enemy is revealed to the dujvari
1 The dujvari is exposed
44 The institution betrayed by the dujvari suffers a major loss
72 The institution betrayed by the dujvari suffers a moderate loss
75 The nearest bank accidentally and untraceably gives away 1,000 coins to an exploited worker
81 The nearest jail or prison loses all its locks for an hour
100 The oppressed within 3 miles of the dujvari erupt into a riot against the ruling class
Any effect rolls from a power of the dujvari's WIL if opposed.

Part of the Commitee for Information or the Committee for Support.

PRO -2 ATH -1 STR -1 AWA +2 WIL +2 PRS +1 STH +1

Urchin

Urchins are children living on the edges of society, usually homeless, jobless, orphaned, and/or runaway. They do what they need to to survive. The Blue Grith tries to protect them at all costs.

Kierrett

Some urchins learn to protect the other urchins using the power of their own youth. Usually, these children are a little older than the others, and they take up a protective role in whatever groupings they are part of amongst the urchins of Haenor. Their protectiveness and resourcefulness in taking care of the others generates celestial energies, which they use instinctively. If the Blue Grith sees them using these powers, they often find someone who can guide and train them.

Their instinctive powers only affect other children (the younger, the more potent), and they can are sometimes unstable. But they can do many things in terms of helping the urchins survive:
  • Scattering whistle: the kierrett gives a soft whistle that only other children can hear, inspiring them to scatter, fleeing to safety.
  • Instant duck: the kierrett signals with their hands and every child that sees ducks instantly, hiding behind something nearby.
  • Sharpened glance: the kierrett gives a quick scan or glance that allows them to see anything needed to help themselves or their fellow children survive for the coming night.
  • Stretching: the kierrett splits a piece of scavenged food without reducing it, having just enough to feed the other children under their protection.
  • Defensive rise: the kierrett can instantly move between an attacker or authority figure and the other children to protect them.
  • Sticky hands: the kierrett can impulsively pick a pocket or shoplift if and only if it is to feed or support the other children with a +3 sleight-of-hand.
  • Share coat: the kierrett can share a coat, shirt, or blanket with another child and provide enough warmth to keep them alive even on the coldest night.
  • Sprinkle of water: the kierrett can sprinkle water from the river on another child and keep them cool enough to keep them alive on the hottest days.
  • Improvised shelter: the kierrett can turn any discarded box, can, or other object of suitable size into a secure shelter for a night.
These powers are all derived from instinct. They cannot be planned. They cannot be relied upon. But they are enough to help the urchins survive.

If they gain some training, they can use the following powers:
  • Invigorating words: they can speak words that inspire another child's will to live in difficult times, alleviating depression, trauma, suicidality, desperation, etc. and generally give them a temporary WIL boost. This can also reduce a mortal wound to a normal wound by force of WIL if powerful enough.
  • Defiant strike: they can hurl a stone or other small object at an authority figure and gain a +6/+6 stun/wound if they are acting to protect other children. If they are angry enough, the object will explode for a further 14/14 damage.
  • Guardian embrace: they can bless any other child with a hug, giving them a +6/+6 defense against any attack, or a power of 14 defense against hunger, sickness, or other source of harm.
  • Family bond: any other child for whom they have a familial or communal love, they can know where they are at any moment, no matter how far away they are.
These four powers are drawn from their love and care of others, and thus, if they lose those feelings, they lose their powers.

Kierretts stop having these powers at the age of 21 or if they ever harm another child. If they reach adulthood, these powers sometimes evolve into those of a rescuer (see kidnappers).

Part of the Committee for Support.

PRO +1 ATH +2 STR -3 AWA +2 WIL +2 PRS +1 STH +2

Vagrant

Vagrants are the Blue Grith's extended information network, coming in and out of the city, bringing news and information with them. Longwalkers, as they are called, gain psionic powers from their many experiences.

Longwalker

Longwalkers refers to those vagrants who set out on the Long Path. The Long Path simply refers to taking not the easy path but the right path. If the right path is the easy path to one's goals, it is still part of the long path. It is simply a metaphor for choosing not to avoid challenges. Anyone who does this is on the Long Path and generates psionic energy, but longwalkers choose the Long Path intentionally and use it to generate this energy to actively wield it.

Every decision a longwalker makes is carefully considered if it involves reaching a notable goal. This means that choosing your breakfast cereal only matters if it is part of a longer term path, but usually, it will have minimal impact on your goals. Notable goals include anything from "finding a job" to "defeating a cruel tyrant". It is a project that will take time and careful planning. This power cannot be generated from goals or paths that lead to evil purposes - i.e., "conquering the world" is not a path that would work. When a longwalker decides upon a path, they first make a plan. This is the first set of decisions they make. Plans always have to be adapted as they go forward, so every decision made from there, and every decision made which is acted upon, then generates energy.

On every path, there are minor and major decisions. The bigger the decision - that is, the more it impacts the path - the more energy it will generate. Longwalkers must access this via meditation, so they must stop and reflect upon all decisions on their path periodically. They usually do this on a daily basis, or before and after any major decision if possible. They evaluate the path, evaluate the challenges they have faced, and evaluate what they have learned. In doing this, they become aware of the energy within themselves. Once the longwalker taps into their own wisdom and power, they must learn to wield it. If they wield it in service to their path, they amplify its generation. If they wield it for other purposes, it is used up. To wield it, they must come out of their meditation and immediately identify everything in their surroundings as an act of mindfulness. Then they must focus on one single object in which they either wish to affect or to channel the energy into it. Usually, they store it in a walking stick, footwear, or clothing, as these are most of what they own.

When a goal is achieved, a longwalker must meditate upon it for a significant length of time, but this process will generate significant energy, varying by how big the goal was. These achievements can be translated either into large amounts of stored energy to fuel the above listed abilities or into permanent psionic powers.

The numerical value of stored energy is determined by the decisions made to gain it and is therefore determined by consensus between GM and player, usually in a range of +1 to +6 for the very largest decisions. If it is stored in their walking sticks or footwear, it allows them to use their expereinces and mental strength to soften the impact of their path. In other words, they roll WIL instead of STR or ATH for endurance. It can also translate into bonuses to WIL or AWA when facing difficult challenges. If it is put into other articles of clothing, it provides telekinetic defense based on their WIL.

This energy is distilled experience. If they intentionally draw that experience into their stored energy, they can draw upon it later when relevant. In other words, they can draw upon stored energy when facing a challenge similar to a previous challenge in order to make it easier to navigate. Stored energy can also be drawn upon to make permanent changes to the mind of the longwalker. This takes an enormous amount of energy, however, and therefore is only possible at a rate of 25 points of energy to 1 point of permanent change.

Part of the Commitee for Information.

PRO / ATH +1 STR / AWA +5 WIL +2 PRS +1 STH /

Vandal

Vandalism is typically a minor or petty crime, but the Blue Grith has some special vandals among them who create street art that creates delight and happiness in the population, giving people the strength to carry on, who use their own emotions to paint with. Others use empowering magical light, painting with actual rainbows, to give strength, courage, and other powers to their allies.

Jagan

A jagan spreads joy with their graffiti and vandalism. They learn to do this either from a mentor in the Blue Grith or from finding their own joy, happiness, delight, or optimism too much to handle. Most jagans have to be someone who is irrespressibly cheerful, though it is possible if they are not. They learn to wield their own emotions because they are too intense to contain, too potent to keep within their own bodies. They spill out constantly as emotional resonance, but the jagans are able to gather them and wield them as colors.

To wield them, the jagan must become aware of their own emotional resonance, which is easier if they are feeling intense happiness or joy, especially shared happiness or joy. This happiness or joy must not stem from harm to others or from exploitation, oppression, abuse, etc. Once they are aware of it - usually because their mentor showed them or because it was so intense none could not see it - they can learn to wield it through breathing exercises and expressing it via art. As they do this, eventually, their expression of the emotions will manifest in the art they create. Once it is potent enough, they can create street art that affects the oppressed, exploited, abused, enslaved, imprisoned, or members of the Blue Grith, giving them optimism, joy, happiness, delight, or cheer, especially in difficult times.
  • Joyful lavender: use of purples, violets, and lavenders brings potent joy to those who see it.
  • Loving blue: use of any shade of blue inspires any form of love.
  • Green happiness: use of any shade of green fills people with a strong happiness.
  • Yellow cheer: use of any shade of yellow causes a trill of cheer and mirth.
  • Orange delight: use of any shade of orange creates a frisson of delight.
  • Red boldness: use of any shade of red (other than pink) inspires boldness and audacity.
  • Inspiring white: use of white gives targets inspiration.
  • Optimistic ebony: use of black fills targets with optimism.
  • Brown care: use of shades of brown makes people feel cared for.
  • Grey enthusiasm: use of shades of grey makes people feel enthusiastic.
  • Languours pink: uses of pink causes a feeling of languorous contentment.
Furthermore, the images made by the jagan can, if empowered with enough emotion, move on their own, working as agents of uplfit and support for the people of the city. They can only travel along solid structures that are connected.

When making an image, they can use one color per round.

Part of the Committee for Support.

PRO / ATH +2 STR -1 AWA +2 WIL +1 PRS +1 STH +1

Tilrash

A tilrash uses their graffiti and vandalism to empower members of the Blue Grith. They use the rainbow light of radiance to create images that glow with empowering energy. To become a tilrash, one must be amongst the oppressed and exploited. No member of the ruling, exploiting, or oppressing class can wield radiant energy. They must spend their time helping others, even if it is in small ways, and they must be artistic in some colorful way, engaging in works of street art to support their local community. If they are truly kind and devoted to uplifting others, they will be visited in their dreams by a rainbow serpent.

Rainbow serpents are beings of incedible power, and they choose those they empower carefully. A tilrash will be empowered after they are tested and trained by the rainbow serpent in their dreams, being given the ability to channel radiance through special prisms. They awaken one morning to find such a prism, and through it, they can create images on structures and property in the city. To use the power of these images, someone must come up and touch them, knowing their power, and will it to enter them. The tilrash cannot use their own graffiti this way, nor can they mark anything other than a structure, street, or other large piece of property (a vehicle, for example).
  • Raw radiance: rainbow light that empowers anything and everything it touches, any image made from this will be a perfect expanse of colors that radiate empowering energy only the oppressed, exploited, and abused may experience. This will give +3 to every stat, skill, and power of the target for one single round, +1 for three rounds, or +6 to a single stat, skill, or power for five rounds. Use of this will deplete the radiance the tilrash has very, very quickly. The image will fade away after one person uses it.
  • Ebon radiance: black energy that empowers the care and meticulousness of the target. It gives them +3 STH for one single round, +1 for three rounds, or +6 to a substat of STH for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Lavender heart: violet energy that empowers the emotions and heart of the target. It gives them +3 PRS for one single round, +1 for three rounds, or +6 to a substat of PRS for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Sapphire identity: blue energy that empowers the full identity of the target. It gives them +3 to any chosen stat for one round, +1 for three rounds, or +6 to a substat or minor skill for five rounds. Use of this will deplete the radiance the tilrash has quickly. The image will fade away after one person uses it.
  • Emerald rhythm: green energy that empowers the sense of movement, of kinesthetics, of the rhythm of the target. It gives them +3 to ATH for one single round, +1 for three rounds, or +6 to a substat of ATH for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Saffron mind: yellow energy that empowers the mind of the target. It gives them +3 AWA for one single round, +1 for three rounds, or +6 to a substat of AWA for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Fulvous action: orange energy that empowers the muscle memory and dexterity of the target. It gives them +3 PRO for one single round, +1 for three rounds, or +6 to a substat of PRO for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Scarlet strength: red energy that empowers the body of the target. It gives them +3 STR for one single round, +1 for three rounds, or +6 to a substat of STR for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
  • Crystal soul: white energy that empowers the soul of the target. It gives them +3 WIL for one single round, +1 for three rounds, or +6 to a substat of WIL for five rounds. Use of this will deplete the radiance the tilrash has with moderate speed. The image will fade away after two people use it.
Tilrashes create images of these colors with different amounts of energy granted them by the rainbow serpent. The more people they help, the more powers they gain from the rainbow serpent when they sleep. Their images do not move, but they are very potent and can be used by any oppressed, exploited, or abused person.

They can use one color at a time per round.

Part of the Commitee for Support.

PRO / ATH +2 STR -1 AWA +2 WIL / PRS +1 STH +2

Vigilante

Vigilantes founded the Blue Grith - the original escaped slaves were vigilantes freeing other slaves - and thus, they have a special place within it. The tradition of escaped slaves turning around to free others continues - these vigilantes are called "renegades", and they gain magical powers as they free others - and others have joined as well. Street guardians mete out justice that the law and authorities won't or can't, protecting the poor and exploited from the injustices brought on by oppression. And coelventians fly on magical winds in order to protect the weak and degraded. Part of the Commitee for Liberation.

Coelventian

Coelventians are fully devoted to the cause of the Blue Grith. Their life's work is freeing the enslaved, and they work to fight for the oppressed as vigilantes. They all swear an oath upon their own souls to serve in this capacity for their entire lives, and any betrayal of, deviation from, or depature from this will result in the loss of their powers - and their souls. They make this very clear to anyone who wishes to join them in the work, but they also make clear the positive sides of it. Anyone who makes this vow and lives the life is guaranteed "salvation" from the powers of the authorities (and possibly the Beyond). None who do this work may be enslaved or imprisoned, and the winds themselves may obey their will. However, this only works as long as they are engaged in the work of protecting the meek, the poor, the enslaved, the imprisoned, the oppressed, the exploited, or the abused. While they can engage in other, related work for the Blue Grith, certain powers are not in place when they are not working as vigilantes. The vow they make is sworn on an angel's feather, and if they knowingly lie, they burn.

Any coelventian who has sworn their vow must still prove themselves worthy by working for at least a year and a day at freeing slaves, fighting oppression, and standing up for the victims of injustice. After this is done, they are sent to a secret location, alone, in a small boat, where they meet a celestial figure who tests them. If they are found truly worthy, they are given a pair of blue wings made of celestial power, giving them certain powers:
  • Flight: coelventians can fly on the winds. This spends no feathers.
  • Celeste gale: winds tinged with blue light flow from their wings, stunning any agent of oppression struck by them. This spends 4 feathers per use.
  • Uplifting breeze: a light breeze tinged with blue light flows from their wings, giving strength to any oppressed grazed by them. This spends 2 feathers per use.
  • Swift gust: the coelventian turns into a fast gust of wind for one turn, moving 100' in any straight direction. This spends 3 feathers per use.
  • Feather strike: a blue feather darts from their wings, striking any target for 12/18/24 damage, +3 against infernal targets. This spends 1 feather per use.
  • Windwall: a blue-tinged wind forms around them, protecting them from missile attacks. This spends 3 feathers per round of use.
  • Blue whirlwind: for every turn they spend spinning, a celeste whirlwind forms, drawing in every infernal or oppressor within 50', hurling them about, causing major damage. This spends 5 feathers for every three rounds of use.
Other powers may be possible around the themes of salvation or wind. Consult with the GM. Their wings have 20 feathers at a time. They get replenished every night, assuming the coelventian has not violated their vow. The number of feathers increases the more they work.

Part of the Committee for Warfare or the Committee for Liberation.

PRO +2 ATH +4 STR +1 AWA +2 WIL +1 PRS / STH +1

Renegade

Renegades are the original members of the Blue Grith. Renegades are escaped slaves who vow to help other slaves escape. They are vigilantes who spend their time constantly fighting the slaveowners, and they are led by the Counterblast herself.

Every renegade is trained by other renegades. They generate magical power via acts of resistance to tyranny. While they are enslaved, they are usually unable to wield it, but any act of resistance generates the power. Escpaing enslavement generates so much that every renegade involved in the escape can sense it palpably, and they use it to help the escaping slave sense it and wield it. Not every escaped slave can or will become a renegade - many are too afraid, too confused, too tired, too traumatized to do so. Some are too focused on escape, seeking freedom for themselves, their family, their loved ones, but not to devote themselves to fighting for others. This is respected - no enslaved person is judged for their choice of what to do with their freedom, so long as it is not to enslave or harm others. But those who feel called toward resistance and liberation are recruited immediately.

Renegades gain power by acting in unison. This is why they go in groups to liberate other slaves, and this is why the newly escaped slave joins their group if they choose to become a renegade. Acting in unison creates an enormous amount of power. Their hearts will be filled, their bodies will be filled, their souls will be filled with power, and if they place their hands over their hearts, concentrate, and draw it forth, orange flame of liberation will spill forth. If they have a weapon - and renegades will always have a weapon, and extras to share with new renegades - the spark of fulvous flame will leap to their weapon.

From there, every act of resistance they engage in makes the flame burn brigther.

With enough fulvous flame, they can empower their weapons, their own bodies, armor, or other objects. Any action they undertake to free other slaves will be empowered, and any chain they find will shatter at even the weakest blow of their weapons. Their fulvous flame gives them +3 to any action in resistance to tyranny, +6 to freeing slaves, +9 to breaking chains or jail bars.

PRO +3 ATH +2 STR +2 AWA +2 WIL +2 PRS +1 STH +2

Street Guardian

Street guardians are vigilantes who serve justice. Not justice as defined by the ruling class, but true justice. True justice is not defined by the laws of mortals nor Divines. True justice is about an objective right and wrong based on what represents the survival of a mortal species and the individuals that make up that species. It is the rights of the many over the luxury of the few. The crimes a street guardian is concerned with are determined by the Blue Grith.

The crimes they are concerned with are those inflicted by the oppressors and exploiters on the oppressed and exploited. These include murder (including genocide or war) by the state or by the ruling class, rape and sexual assault, enslavement and imprisonment, abuse and torture, exploitation and oppression, polluting the world, and so on. These are crimes often done on mass scale or done by the powerful to the disenfranchised. However, they are capable of granting mercy and redemption. Even the most egregious crimes can be redeemed, but they require the perpetrator be willing to spend their life fighting against the injustices they used to inflict, profit from, or champion. When a street guardian shows mercy, they expect a devotion to redemption. When a street guardian metes out justice in the form of death, they must have ascertained there is no hope for redemption, no value to mercy for the perpetrator, then side with mercy for the aggrieved.

In many cases, street guardians will capture even the worst perpetrators and bring them back to face judgment by the Blue Grith. In the field, there are times when someone's life is in danger when a street guardian must pass judgment themselves, and there are times when a crime is so egregious judgment is too clear to ignore. But most, even some of the worst, are captured and brought in. If an anveshak metes out judgment of death, they must return to the Blue Grith to prove it was justified. If they mete out other judgment but show mercy, they must return and ensure the perpetrator is truly seeking redemption. If the perpetrator fails, the street gurdian will often bring them in for judgment before the Blue Grith.

Those who are chosen to be street guardians must be those who have experienced deep injustice. Street guardians are always called by other street guardians, who keep a lookout for those who display a strong sense of injustice. They are tested and challenged by their mentors, and they must find redemption for any past crimes they may have committed (crimes by the standard of the Blue Grith, not the authorities). Once they have done this, they are granted their powers.

Individual anveshaks have powers that are usually circumstantial:
  • Sensing injustice: their bones resonate when active injustice is played out near them and as a faint buzz when they are near major, ongoing injustices. They learn to ignore the background injustice of Haenor's capitalist society, but specific acts resonate deeply.
  • Stunning rope : if a target is caught in their rope and is truly believed to be a source of injustice, their rope will stun them into insensibility at command.
  • Just speed: street guardians can give themselves higher reaction, but it will slow them down later, depending on the bonuses they apply. The higher the bonus, the quicker the come down, capping at +6 for one round of combat, -6 the next.
  • Yellow spark: a brief spray of sparks of yellow energy stuns all alleged perpetrators within 30' of a street guardian after they leap into a fray. This may only be used on the first round of combat, and only if they approach the combat from more than 10' away.
  • Principled determination: if questioning a witness, person of interest, or perpretrator, they gain +3 intimidation or persuasion, but -3 to all other PRS rolls.
  • Inquisitive aura: while engaged in an investigation, they may give themselves +3 PRS or +3 AWA for the sake of any roll involved in the investigation at the cost of -3 to the other stat for up to five minutes.
  • Targeted focus: if there is someone they are tracking or seeking who has perpetrated an act of injustice (or they earnestly think they have), they may gain +6 to tracking or finding them at the cost of -6 to any roll not related to the tracking.
  • Answering the call: the street guardian may give any oppressed, exploited, or abused individual or member of the Blue Grith their code name, and if that code name is called out, they will hear it anywhere within the territory of the Blue Grith and be able to move toward it with triple their normal speed. This will work only once until they can get a full night's rest afterward. If another calls them, they will hear, but they will not have the speed to answer.
  • Righteous strike: street guardians use metal knuckles as weapons, and if they are fighting a perpetrator of injustice, these knuckles will burn with yellow flame that gives them +3/+3 more to stun/wound.
  • Voice of judgment: if they have captured a perpetrator of injustice and bound them, they may call upon the power of judgment and lay a geas upon them that they must fulfill to be redeemed.
Street guardians are elite fighters for justice within the Blue Grith, the protectors of the many members, and investigators. When someone is brought to the Blue Grith for judgment, it is elder street guardians, often retired, who serve as judges.

PRO +4 ATH +3 STR +2 AWA +2 WIL +1 PRS +1 STH +1
Secretary for War

The Secretary for War is the elected head of the Committee for War, and they are a street guardian of great skill an experience. They have the blue star, a special glowing talisman that gives them special powers.

PRO +5 ATH +4 STR +3 AWA +3 WIL +2 PRS +1 STH +2
Blue Star

The blue star is a special glowing blue talisman that gives the Secretary for War the ability to multiply a single combat ability by 7 for one round, costing them -7 to all stats the next round. It can be used once per year. It can also give them +1 to seven different stats for seven rounds, then -1 to all stats for seven hours, once per day.

Whistleblower

Most whisteblowers who work for the Blue Grith are one-and-done, but some engage either in deep cover or stick around for security or so they can later testify. Others reveal their information and then join the Blue Grith as a protectee. Many of them gain magical powers from revealing the truth.

Sibilier

Sibiliers are whistleblowers who gain power from the truth. They gain this power by spreading the truth they are revealing, and by living honestly thereafter.

The art of a sibilier is more than simply telling the truth. It is a dedication to being truthful after a life of working for the enemy. It is avoiding not just lying, but as many forms of deception as possible, and being forthright and earnest in all communication. It means not omitting inconvenient information, not manipulating, not rephrasing, not engaging in spin. It also does not mean "brutal honesty," but rather, compassionate honesty; that is to say, sibiliers do not wield the truth to hurt others when at all possible, nor do they engage in lies to protect others, but they engage in truth that exposes harms and helps those it has harmed. If they fall back into a life of deception or renounce the truth, they lose their powers.

They must remain truthful for at least seven months after their initial whistleblowing. They do not engage in dishonest honesty if they wish to retain their powers - they don't seek loopholes, literalness, or lies of omission. They are honest, sincere, and truthful. They will not lose powers if they speak an unknowing lie, but they are truthful to the best of their mortal ability. To gain these abilities, they must also repent for their past lies or support of deceptions.
  • Revelation: their whistleblowing is an act of revelation, and everytime they speak the truth of it, they are believed, so long as they maintain their honesty. If they come across other deep deceptions, if they reveal them, they will spread quickly.
  • Sense lies: if they hear someone speak a lie, it rings in their ears. They effectively have +3 to read people rolls when hearing someone speak.
  • Trustworthy aura: they gain an aura that makes others trust them more easily, giving them a +3 to persuasion.
  • Eidetic memory: anything they read, they can remember perfectly, assuming it was not a lie.
  • Invoking truth: they may, once every seven days, invoke the power of their revelation to force someone to tell them one true thing.
Part of the Commitee for Liberation or the Committee for Information.

PRO -2 ATH -1 STR -1 AWA +3 WIL +3 PRS +2 STH -3

Witch

Endruin criminalizes all forms of non-infernal witchcraft. As such, most witches are considered criminals. Those who work for the Blue Grith either wield the power of matrilineal ancestry, the power of grandmotherly love, of anarchy, or of giving and generosity.

Atjoya

An atjoya learns their craft from a mentor, learning the ways to help women in the community or to help those who do not conform to patriarchy. They also learn the arts of ancestral memory and the power of aemoa, the energy derived from reaching back to ancestors before the Fall. They do this by engaging in ancient practices handed down mentor to mentor, mother to mother, parent to parent, involving meditation, special substances, and deep visions. Almost anyone can access their ancestral memory, though it is not easy, but to access ancestors from before the Fall requires eradicating all patriarchal assumptions and indoctrinations first. One must be entirely free of patriarchal values to be able to go back that far.

Once someone breaks past that barrier, they may access it only briefly without being drawn into it. Most, therefore, either connect with a single ancestor or small number of them, or they only go back occasionally, or, as the atjoyas do, they focus on one kind of ancestor. In this case, they focus on other witches and protectors of women and gender non-conformers. They often have an ancestral guide, one from just before the Fall, and a handful of preferred ancestors to connect with, all of them some kind of witch. In order to access them, they associate some object with them, usually a piece of clothing or something they use in the course of taking care of others. They use that focus to instantly connect and gain wisdom or advice. They can also draw powers, skills, and abilities from their preferred ancestors, but in order to do this, they need to spend more time and effort than a quick connection via their focus. Usually, they need to enter a trance (using meditation and an hallucinogen) for a few hours and find the ability, skill, or power in a symbolic vision, led by their ancestral guide. Any skill, power, or ability drawn from their ancestors may only be temporary. If they hold onto it for more than a few hours, they risk having the ancestor's memories over take and replace their own.

Atjoya's witchcraft attunes them to the cycles of their ancestors, and the power of their ancestors before the Fall are extremely potent. As witches, they have a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect they want to happen instantly must be prepared beforehand and attached to some triggering object - if they wish to hex someone, they need to have a focus they can store it in to release later when they have a target, for example.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around ancestral memory, skills and powers relating to serving women, fighting patriarchy, supporting gender non-conformity, or healing or soothing victims of sexual violence.

Part of the Committee for Support.

PRO -1 ATH -1 STR / AWA +2 WIL +4 PRS +1 STH /

Bamuso

A bamuso is a grandmother, usually literally, but sometimes metaphorically. A bamuso is almost always a woman, but they can be some form of gender non-conforming, nonbinary, or transgender, even a cis man in very rare cases. But their role is one of a grandmother, meaning someone who has two generations of family - blood or chosen - after them to protect and care for. She forms bonds with these members of her family - usually some subset of the Blue Grith - via her love for them, and seals it with a ritual of blood magic that mixes all their bloods. This ritual involves spilling that blood on some symbol of their family, which becomes the focus of the bamuso's powers. Any new members must perform a simplified version of the ritual to join, except children born into it, who are automatically made part of it. If a third generation forms, the bamuso simply gains more power.

Via her bonds, she can provide protections, healing, emotional support, information, skills, or powers to her family. As witches, she has a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect she wants to happen instantly must be prepared beforehand and attached to some triggering object - if she wishes to hex someone, she needs to have a focus they can store it in to release later when she has a target, for example. This focus is usually some variant of her family symbol.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around ancestral memory, skills and powers relating to her family and the generations she protects.

Part of the Committee for Support.

PRO / ATH +1 STR +1 AWA +2 WIL +3 PRS / STH -1

Laqo

Laqos are witches who are attuned to the cycles of chaos. They are anarchistic witches who obey no mortal law, provide support and aid to their communities, and seek alternative forms of power and structure. They have their own codes, and they refuse to be bound by patriarchal or oppressive values, codes, or chains. To maintain their powers, they defy consistency and change something about themselves every single day.

To become a laqo, someone (often a woman or someone who is not a man, but not always) must be mentored by another laqo, often already a member of the Blue Grith. They taught basic skills of witchcraft, community support, and soft power. They are taught political philosophies. And they are intiated via rites of passage and power involving special substances, visions, and special arts using magical objects like tarot cards, mystic incense, or powerful symbols. After years of study, rituals, and training, they develop a library (literal or not) of spells, powers, and insights, and they engage in a potent ritual that sends them on a dream journey into the heart of celestial chaos. During this, they are tested, scoured of any connections to mortal, patriarchal laws, and released with their full powers.

Their powers defy and disrupt the laws of men. They have spells that can provide support outside of existing systems, protect those who are cast out of the protedction of mortal laws, and empower people to care for themselves. As witches, they have a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect they want to happen instantly must be prepared beforehand and attached to some triggering object - if they wish to hex someone, they need to have a focus they can store it in to release later when they have a target, for example.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around chaos, and therefore, they will have an element of unpredictability. For every critical or exceptional success or failure, they roll a d100 and risk one of the following effects:
Roll Effect
1-2 The laqo is stunned
3 All allies within 33' and the laqo gain +6 to any stat that they choose for 5 minutes
4-7 Food fills the larders of every house within 1 mile
8-10 All enslaved or imprisoned people within 1 mile are teleported 10 miles away to a safe place
11 The laqo's next spell is an automatic special success
12-13 The laqo's next spell is an automatic normal success
14-15 The laqo falls asleep
16 The third person to the left of the laqo, no matter how far, is polymorphed into a songbird for an hour
17-23 The laqo and allies are teleported 10 miles away to a random location
24 Everyone within 33' has their gender presentation altered for an hou
25-26 The laqo loses on of their five primary senses for 5 minutes
27-28 The laqo's next spell is an automatic normal failure
29-32 Everyone within 33', including the laqo, is soothed of any stomach ailments
33 An angel appears
34-35 The laqo loses next action
36 Everyone within 33' is stripped nude
37-43 A wave of bluest water washes over everyone withinn 33', harming the infernal and helping everyone else
44 All enemies within 33' take -6 to a stat, skill, or power of the laqo's choosing for the next round
45-47 Everyone, including the laqo, within 33' hallucinates for 5 minutes
48-51 Bright lights shine on the laqo and her allies, revealing them to everyone nearby
52-54 All documents of mortal law within a mile are mixed up and altered at random
55-56 The laqo suffers a normal wound
57 The fifth person to the right, no matter how far, of the laqo is polymorphed into an apex predator mammal for the next hour
58-63 Impeentrable darkness surrounds the laqo and allies for five minutes
64 Every door within 33' is unlocked if it is locked and locked if it is unlocked
65-71 Beautiful music plays within 33' of the laqo
72 A rainbow bridge appears allowing the laqo, allies, and any oppressed or exploited to cross it to a safe location of their choosing
73-74 The laqo suffers a deep wound
75 The laqo communes with celestial chaos, gaining one piece of ancient wisdom
76-77 All plants within 33' release soothing scents or a foul stink
78-80 Folie a deu for everyone within 1 mile
81 A celestial storms sweeps over the area for 3 miles around
82-83 The laqo falls ill for the next hour
84 The laqo's favorite non-sentient animal appears
85-86 All wounds of everyone within 33' are healed
87-91 All illnesses of everyone within 1 mile are healed
92-95 Everyone within 33' can sense each other's emotions and thoughts for 1 round
96 A rainbow serpent appears
97-99 +9 to the lowest stat of everyone within 33', ally or enemy, but not the laqo
100 Celestial chaos reigns for a day and a night
The power of each roll is determined by a roll of 3d10 against which unwilling targets roll a relevant base stat, usually WIL.

Part of the Committee for Liberation.

PRO / ATH / STR / AWA +3 WIL +3 PRS +2 STH +1
Topic revision: r22 - 13 Jun 2025, SallyJaneBlack
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